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How  To  Choose  An  Income  Tax  Program 


COMPUTE! 

The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 


$2,95 

December 
1985 
Issue  67 
Vol.  7,  No.  12 


® 


S3  75  Canaoa 

02193 

ISSN  01V4-357X 


SpeedScript  Revisited 

Eintiancements 

To  SpeedScript  3,0 


Bailoon  Crazy 
Exciting  Arcade  Gome 
For  Commodore  64/128 
Atari,  Apple, 
lilVI  PC/PCjr,  V 

Atari  Fine  Scrolling 
Secrets  Of  Advanced 
Atari  Graphics 

Commodore  128  Vide 
Design  Your  Own 
Custom  Characters 


llVlillion-Color  Palette^ 
For  PC  &  PCjr 
Create  Extra  Colors 
Without  Extra  Hardware 

Apple  Disk  Booster 
increase  Disk  Capacity 
With  This  Short  Program 

1  2 


7U86 '02193' 


-^ 


<wfe 


RAINDOM  HOUSE 


■tk'siMni  iMH 


;  Ci 


iki'Shih^^^ 


1, 2,3s 


e'  '-^^r^N 


['EANUTS-  '85— New 
editions  to  the  Pc<inuts 
fnmilv:  "Charlie  Brown's 
1,  2,  3's,"  "Snoopv  Write)-, 
"Math  Matcher    & 
"Typing  Is  A  Ball." 


MR.  AND  MRS, 
POTATO  HEAD"— An 
animated  computer 
version  of  the  children's 
classic. 


GARFIELD?— New! 
"Eat  Your  Words" 
and  "Double  Dares," 
featuring  evervone's 
favorite  wise  guy. 


ALPINE  ENCOUNTERt 
— A  spy  thriller  graph- 
ics and  text  adventure 
program  to  challenge 
the  whole  faniilv. 


PATCHWORKS'- 
Design,  edit  and  print 
out  cfazzling  patterns  for 
quiltsand  otnercreative 
projects, 


APBA  MAJOR  LEAGUE 
PLAYERS  BASEBALL— 
Based  on  the  popular 
APBA  board  game. 
Manage  the  pros  with 
complete  1954  stats  on 
676  players  on  2  disks. 


FIX 


fWTCHWORKS 


FIX  IT — A  construction 
set  forthe  mind.  Sclve 
over  200  coli>rful  brain 
teasers  to  set  iniagi  ^a- 
tive machines  in  m'.)tion. 


U 
U 


PEANUTS"— The  Orig- 
inal Pcanutsprograms, 
including  "Cliarlie 
Brown's  A,  B,C's," 
"Snoopv's  Skywriter 
Scramofer"  and  more. 


s*^ 


TOURNAMENT 
BRIDG  E— Com  DeH  Hon 
and  practice  for  tne 
serious  bridge  player. 


HO!  HO!  HO!— 5  family 
Christmas  games  ata 
special  holiday  price. 


MAKING  MUSICON 
MICROS— The  creative, 
musical  approach  to 
BASIC  computer  pro- 
gramming. 


^ 

linisi"' 

Mm 

ALL  THE  BEST  FROM  OUR  HOUSE  TO  YOUR  HOUS  E. 

Visit  your  software  dealer,  or  call  1-800-638-6460  (in  MD,  800-492-0782). 

\ts:  ■   J'fSO.  1952,  I1.SK,  1%(1.  l«(>8,  l")?!,  UnilfdfiMlurf  Syndicate,  liiciCAKI^JFl.D:  '.  1978,  UnitL'd  IV.UvirrSvndiMk-.  lnc.;MU.  *.-  MKS  POTATO  H1;AI3: 
.■  t Graph icstrtati'd with  Ponqurn 5oftuari''s  "  Crarhioi Magician, '  >  19«5 tondum  House,  Inc.  All  ri|;liH  rL>wr\txi. 


"^^?-  :^-u^-5^ -'S'^Ss:^-?;;:.!: a'^^^ji' 


Flight  Simulator 

Scenery  Disks 

The  Challenge  of  Accomplished  Flight 

With  n  realism  comparable  to  (and  in  some  ways  even  surpassing) 
$100,000  aircp*aft  flight  simuiators.  Flight  Simulator  II  includes  full 
flight  instrumentation  and  avionics,  and  provides  a  full-color  out-the- 
wjndow  view.  Instruments  are  arranged  in  the  format  standard  to 
modern  aircraft.  All  the  radios  needed  for  IFR  flight  arc  included. 
Front,  rear,  left,  right,  and  diagonal  views  let  you  look  in  any  direction. 
Program  features  are  clearly  documented  in  a  96-page  Pilot's  Operat- 
ing Handbook. 

For  training  in  proper  flight  techniques.  Flight  Simulator  II  includes 
another  96-page  instruction  manual,  compiled  by  two  professional 
flight  insti-uctors  with  over  8,000  hours  flight  time  and  12,000  hours 
of  aviation  teaching  experience.  You'll  learn  correct  FAA- 
recommended  flight  procedures,  from  basic  aircraft  control  through 
instrument  approaches.  To  reward  your  accomplishments,  the 
manual  even  includes  a  section  on  acrobatic  maneuvers. 

The  Realism  and  Beauty  of  Flight 

Go  sight-seeing  over  detailed,  realistic  United  States  .i_ 
scenery.  High-speed  graphic  drivers  provide  an 
animated  out-the-window  view  in  either  day,  dusk,  or 
night  flying  modes. 

Flight  Simulator  II  features  over  80  airports  in  four 

different  scenery  areas;  New  York.  Chicago,  Seattle, 
and  Los  Angeles.  Six  additional  Scenery  Disks  covering 
the  entire  Western  half  of  the  United  States  are  now 
available  in  IBM  and  C64/I28  disk  formats. 


Apple  and  Atari  versions  will  be  released  soon.  Each  disk  covers  a 

geographical  region  of  the  country  in  detail,  and  is  very  reasonably 
priced, 

The  Pure  Fun  of  "World  War  I  Ace" 

When  you  think  you're  ready,  you  can  test  your  flying  skills  with  the 
"World  War  I  Ace"  aerial  battle  game.  This  game  sends  you  on  a 
bombing  run  over  heavily-defended  enemy  territory.  Six  enemy 
fighters  will  attempt  to  engage  you  in  combat  as  soon  as  war  is 
declared.  Your  aircraft  can  carry  five  bombs,  and  your  machine  guns 
are  loaded  with  100  rounds  of  ammunition. 

See  Your  Dealer.  Flight  Simulator  II  is  available  on  disk  for  the 
Apple  II,  Atari  XUXE,  and  Commodore  64/128  computers  for 
$49.95.  Scenery  Disks  for  the  C64  and  IBM  PC  (jet  or  Microsoft 
Flight  Simulator)  are  $19.95  each.  A  complete  Western  U.S.  Scenery 
six-disk  set  is  also  available  for  $99.95.  For  additional  product  or 
ordering  information,  call  (800)  637-4983. 

Apple  II  n  3  srndcmirk  of  Apple  Computer.  Inc. 
Atari  XL  .ind  XE  arc  tradcm:irki  of  Atari  Corp 
^ _.      Commodore  6-1  ,ind  1 18  arc  tradcmarki  of  Commodore  Electronics  Ltd- 


]i    &orII 


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LOGIC 


713  Edgebrook  Drive 
Champaign  IL  61820 

(2171 359-8482  Telex:  2M995 

Order  Line:  (800)  637-4983 

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GettheOKIDATA120 
at  these  fine  stores: 

Advantage  Computer 

Accessories  {Canada) 
Childworld/Children's  Palace 
Consumers  Distributing 
David  Weis 
Electronics  Boutique/ 

Games  &  Gadgets 
Federated 
Fred  Meyer 
Uonel/Kiddie  Cit>'/ 

Lionel  Playw'ortd 
Montgomery  Ward 

(at  participating  stores) 
S.  E.Nichols 
Service  Merchandise 
Toys  'R  Us 

MS-8348 


Left  Brain. 


TIF1V     OKIOnTn      ISO 


Rational,  Functional.  Precise. 

Introducing  the  OKIDATA  120,  the  logical  printer  for  your 

Comtnodore'  computer. 

Get  results  fest.  With  a  utilit>'  mode  that  zips  through  letters 
and  reports  at  twice  the  speed  of  any  Commodore  printer. 

Switch  to  the  enhanced  mode.  And  print  your  most  important 
ideas  with  typewriter  clarity.  Or  illustrate  your  rationale  with  the 
120's  bit  image  graphics  for  high  resolution  charts,  graphs  and 
drawings. 

Stay  on  target  With  a  self-inking  "Clean  Hands"  ribbon 
cartridge.  And  Okidata's  famous  full  year  warranty  on  parts, 
labor  and  printhead. 

The  OKIDATA  120.  At  $269* ,  it's  the  only  Commodore- 
compatible  printer  that  makes  sense. 

For  more  infomiation,  call  1-800-OKIDATA  (in  New  Jersey 
609-235-2600).  Mt.  Uurel,  NJ  08054. 


OKIDATA 

^k  an  OKI  AMERICA  company 

We  put  business  on  paper. 


Comimidore  k  a  re^.?tered  Irailemark  of  Commixlore  BusiniSB  Machines,  Inc. 
OKID.-Vr.^  is  a  rt-gislered  trademark  cif  OKI  .^MKRICA.  INC. 
'Manufacturer's  suggested  retail  price. 


Right  Bmin 


Effervescent.  Colorful  Outrageous. 

Meet  the  OKIMATE  10,  the  $208*  color  printer  that  takes 

your  Atari*  or  Commodore'  computer  over  the  rainbow! 

Dazzle  'em.  With  brilliant  printing  in  over  36  eye-tickling 
colors.  Reds,  greens,  golds  and  blues  that  breathe  life  into 
everything:  from  charts  and  graphs  to  original  drawings  and 
overhead  transparencies. 

And  when  you're  forced  to  work  in  black  and  white,  the 
OKIMATE  10  prints  crisp,  clean  reports  and  papers— at  240 
words  per  minute.  You  can  even  add  spice  with  wide,  bold  and 
fine  print 

Everything  you  need  for  color  printing  comes  vwth  the 
OKIMATE  10  and  its  Plug  'n  Print  package.  Including  a  data 
cable,  Learn  to  Print  and  Color  Screen  Print  software  diskettes, 
a  color  ribbon  cartridge,  a  black  ribbon  cartridge  and  paper. 

So  c'mon,  print  on  the  wild  side.  Witli  the  OKIMATE  10 
Personal  Color  Printer  from  Okidata. 

For  more  information,  call  1-800-OKIDATA  (in  New  Jersey 
609-235-2600).  Mt.  Laurel,  NJ  08054. 


OKIDATA 

^k   an  OKI  AMERICA  company 

We  put  business  on  paper. 

'  Manufacturer's  suggested  retiiil  price,  Atari  is  a  registerej  trademark  of  Atari,  Inc. 

Commodore  is  a  registered  trademark  of  Commixlore  Badness  Machinei,  Inc, 

OKID.WA  is  a  registered  trademark  of  OKI  A.MEHICA.  INC. 

OKIMATB  and  PlufC  n  !'rint  are  trademarks  of  OKI  ,\MERICA.  INC. 

To  run  I'lug  'n  Print  softw'are.  the  Commodore  64, 128  anil  PLUS  4  require  disk  drive. 

Atari  requires  disk  drive  ajid  a  48K  memory. 


Buy  Now! 
SI5  Manufacturer's 
rebate  on  OKIMATE  10. 
Offer  good  from  October  1, 
1985  throu^  Januatry  31, 
1986.  See  the  following  par- 
ticipating stores  for  details. 

Advantage  Computer 

Accessories  (Canada) 
Arthur's  Jewelers 
Best  Catalog  Showrooms 
Brendle's 
Caldor 

Childworid/Children's  Palace 
Consumers  Distributing 
Crazy  Eddie 
David  Weis 

Dojgins  Catalog  Showrooms 
Electronic  Boutique/ 

Games  &  Gadgets 
Ellman's 
Evans 
Federated 
Fred  Meyer 
Fred  P.  Gattas 
G.C.  Murphy/Murphy  Mart 
G.I.  Joe 
Great  Western 

Catalog  Showrooms 
J.  Triesman 

Jafco  Catalog  SKowrooms 
LaBelles  Catalog  Showrooms 
Lionel/KidiJie  City/ 

Lionel  Playworld 
McDade 

Meijers  (Michigan  only) 
Montgomery  Ward 

(at  participatirtg  stores) 
Prange 
S.E.  Nichols 
Save-Rite 
Sears,  Roebuck  &  Co. 

(at  participating  stores) 
Service  Merchandise 
Stereo  Village 
Stokes 
Toys  'R  Us 
Videoland 
Witmark 

Wizards  Electronics 
Zayre 


\/ 


SYLVIA  PORTERS 
PERSONAL  FINANCIAL  PLANNER 

DOES  NIORE  THAN 
MANAGE  YOUR  iWONEY 

IT  PIANSVDUR  FHANOAL  FUTURE  TOO 

Sylvia  Porter,  and  the  editors  of  Sylvia  Porter's  Personal  Finance  Magazine,  now  combine  with  all  the  computer  tools 
you'll  ever  need  to  help  manage  your  money  on  a  day-to-day  basis  and  plan  your  financial  future,  too.  In  Sylvia  Porter's 

style,  without  complicated  financial  jargon  or  "computerese". 


Volume] 

Your  Personal  Financial  Planner: 

Helps  you  track  your  day-to- 
day financial  data,  then  com- 
bines tliis  information  witli  your 
future  financial  objectives  to 
produce  the  most  comprehen- 
sive and  easily-understood  finan 
cial  planning  program  available. 

For  Your  Day-to-Doy 
Affairs: 

•  Maintains  your  electronic  check- 
book  and  credit  card  system. 

•  Writes  your  checks  and  balances 
your  checkbook.  (We  even  built  in  a 
calculator  and  memo  pad  for  you 

•  Prepares  and  monitors  your  budget, 

•  Classifies  and  tracks  your  taxable 
income  and  expenses. 

•  Calculates  your  net  worth  and  gener- 
ates customized  personal  financial 
statements. 

•  Tracks  your  financial  assets  -  and  your 
insurance  policies. 

•  Graphically  generates  supplemental  data 
such  as  percentages,  ratios  and  charts. 

•  You  get  our  Toll-Free  Hotline  and  our  Cus- 
tomer Technical  Support  Team  al  no  ctiarge. 

•  You  get  Timeworks'  Money  Back  Guarantee 
(Details  in  each  package.) 


For  Your  Financial  Future: 

»  You'll  be  led  slep-by-step  througti  a 
series  of  questions  regarding  your  life 
and  lifestyle,  your  financial  goals,  and 
your  current  financial  condition.  Your 
answers  will  enable  a  cortiputer 
to  determine  and  print  a  summary 
of  the  amounts  you  must  save  eacti 
year  to  meet  your  financial 
objectives  -  in  both  real  and  inflated 
dollars. 
•  Helps  you  plan  for  protection 
against  major  medical  adversities 
and  other  financial  setbacks. 
Each  program  interfaces  with 
others  in  this  series.  Your 
information  can  be 
incorporated  into  letters  and 
reports  produced  by 
Timeworks'  Word  Writer. 
•  Everything  is  integrated.  You 
need  to  enter  data  only 
once. 

Available  for  Apple,  IBM 
and  Commodore  computers. 

Moderately  Priced  -  from  your 
favorite  Dealer  or  contact 
Timeworks  for  (he  Dealer  closest  to  you. 


Next  in  this  integrated  series: 

Your  Personal  Investment  Manager. 

Other  Timeworks  Programs:  The  Evelyn  Wood 
Dynamic  Reader  =  Word  Writer  with  Spell 
Checker    Data  Manager  2  ■  SwiftCalc  with 
Sideways  °  Business  Systems  ■  Swiftax 
Cave  of  the  Word  Wizard  ■  Wall  Street 


More  power  for  your  dollar. 

TIMEWORKS,  INC.,  444  Lake  Cook  Rd.,  Deerfleld,  IL  60015,  312-948-9200 

'984  Sylvia  Porter's  Personal  Finance  Magazirs  Co,  S,  Timeworiis,  Inc.    All  ngfits  reserved 


COMPUTE! 


DECEMBER  1985 
VOLUME  7 
NUMBER  12 
ISSUE  67 


FEATURES 

23   The  Digital  Diet:  Staying  in  Shape  with  Your  Computer  Selby  Boteman 

36   A  Taxing  Aiternative    Kathy  YokoI 

42    Boiioon  Crazy   Joseph  Russ 

65   Memo  Diary    Jim  Butterfieid 

GUIDE  TO  ARTICLES 
AND  PROGRAMS 

• 
• 

AT/64/1 28/AP/ 

PC/PCjr/Tl 

64/128/VIC/+4/16/ 

P/AT/AP/PC/PCjr/TI 

REV  EWS 

78    Wishbringer James  V.  Trunzo 

78    Remember!    Kareri  McCuIlough 

80    Mudpies  for  Atari  520ST Gregg  Keizer 

84    BASIC  XE  for  Atari Robert  L.  Riggs 

64/AP/AT/PC/PCjr/ 

AM/ST/MAC 

64/AP/PC/PCjr 

AT 

AT 

AP 

AT/64 

• 

AP 
64/AP 

85    Rescue  Raiders  for  Apple     James  V.  Trunzo 

85  Field  of  Fire  for  Atari  &  64    James  V.  Trunzo 

86  NEC  8401 A  Portable  Computer Gregg  Keizer 

86  MouseWrite  for  Apple  lie  8t  lie Gregg  Keizer 

87  Phanfasie  tor  Apple  8c  64    James  V,  Trunzo 

COLUMNS  AND  DEPARTMENTS 

6   The  Editor's  Notes Gregg  Keizer 

Tl 

AT 

PC/PCjr 

10    Readers'  Feedback   The  Editors  and  Readers  of  COMPUTE! 

32    HOTWARE    

126  The  Beginner's  Page:  No  Strings  Attached   Tom  R.  Halfhill 

127  Computers  and  Society:  Another  Kind  of  Home  Computing    .    David  D.  Thornburg 

128  The  World  Inside  the  Computer:  Pieces  of  Our  Past Fred  D'Ignazio 

129  Telecomputing  Today  In  Pursuit  of  Lower  Phone  Bills Arlan  R,  Levltan 

130   Programming  the  Tl:  Christmas  Graphics C.  Regena 

132    INSIGHT-  Atari — The  Hidden  Power  of  Atari  BASIC Bill  Wilkinson 

134    IBM  Personal  Computing:  Diary  of  a  Home  Application  Donald  B.  Trivette 

THE  JOURNAL 

74   The  New  MLX   Ottis  R,  Cowper 

90    SpeedScript  3.0  Revisited    Charles  Brannon 

94   Apple  Disk  Booster D.  W.  Hoover 

96    Atari  Keypad    - R-  Alan  Beike 

99    Million-Color  Palette  for  IBM  PC  &  PCjr    John  Klein  8c  Jeff  Klein 

103    Comouted  GOTOs  &  GOSUBs  for  Commodore  64 William  M.  Wiese 

64/128 

64/VIC/AT/AP 

AP 

AT 

PC/PCjr 

64/128 

64 

AP 

AT 

64/128/VIC 

64/1 28/VIC/ -f  4/1 6/P 

128 

AP 

AT 

105   Refurbish  Your  64                    Richard  Roffers  &  Jeffrey  Hock 

108    Apple  ProDOS  Disk  Menu K,  Michael  Parker 

1 10    Atnri  Finp  Srrollina                                             Karl  E.  Wiegers 

1 14   Commodore  Program  Chaining    Orlando  Lee  Stevenson 

1 16   Commodore  Dynamic  Keyboard,  Part  3    Jim  Butterfieid 

1  ifl    Arivnnrpri  Commodore  1 28  Video ■  ■  •    Jim  Butterfieid 

120    Apple  Hi-Res  Screen  Dump    Mark  Russinovich 

122    Disassembler  for  Atari     William  Casner 

124   CAPUTEI  Modifications  or  Corrections  to  Previous  Articles 
135    Apple  MLX:  Mactnlne  Language  Entry  Program 

144    Advertisers  Index 

TOLL  FREE  Subscription  Order  Line 
800-334-0668  (In  NC  919-275-9S09) 

AP  Apple.  Mac  Macintosh.  AT 
Atari,  ST,  Atari  SI.  V  VlC-20.  64 
Commoacre  64.  +4  Commodore 
Pius/4.  liCommoaore  16.  126 
Commodore  128.'P  PET/CBM.  Ti 
Texas  instruments,  K:  IBM  PC,  PCjr 
\m  PCjr.  AM  Amigo,  'General 
interest 

COMPUTE!  Publications jnc,@ 

One  of  the  ABC  Publishing  Companies:  ^^ 

ABC  Publishing,  President,  Roberi  G.  Burton 

1330  Avenje  ct  'tie  Amencas.  New  York.  Nev/  Vork  10019 

Address  oil  Inquiries  to: 

P.O.  Box  S<106.  Greensboro.  NC  27J03 


COMPUTEl  The  Journal  for  Progressive  Computing  (USPS:  337250)  is  puWishcd  rnonthlv  bv 
COMi'UTi:'  Publications,  Inc.,  P.O.  Box  5406,  Greensboro,  NC  27403  USA.  Phone:  (919)  275-9809. 
Editorial  Offices  are  located  at  324  West  Wendover  Avenue,  Greensboro  NC  27408.  Domestic 
Subscriptions:  12  issues,  S24,  F05T.MA5TER:  Send  address  changes  to:  COMPUTEl  Magazine,  P.O. 
Box  10955,  Des  Moii\es.  !A  50950.  Second  class  postage  paid  at  Greensboro,  NC  2/403  and  addi- 
tional mailing  offices.  Entire  contents  copv-right  (6l985  by  COMPUTE'  Publications,  Inc.  All  ngh 
reserved.  ISSN  D194-357X. 


Editor's  Notes 


In  this  month's  guest  editorial,  Apple 
Applications  Editor  and  Assistant  Book 
Editor  Gregg  Keizer  takes  a  poke  or  Izvo  at 
Senior  Editor  Richard  Mansfield.  Is  he  left 
with  a  mouse?  You  decide. 

— Robert  Lock,  Editor  In  Chief 

Mouseketeer.  1.  One  who  wears  large, 
black  ears— usually  found  in  Southern 
California,  Florida,  or  Tokyo.  2.  One  who 
uses  a  small,  hand-controlled  device  (see 
mousej  to  direct  a  computer's  actions. 

Last  month's  Editor's  Notes  raised 
some  interesting  points  concerning  the 
two  methods  of  "talking"  to  computers 
currently  in  vogue.  Senior  Editor  Rich- 
ard Mansfield  argued  that  entering  di- 
rect commands  through  the  keyboard — 
such  as  DIR  (DIRectory)  or  CLS  (CLear 
Screen) — is  more  desirable  than  using  a 
mouse.  Mouseketeers,  he  claimed,  may 
have  the  advantage  in  learning  to  use 
mouse-based  software,  but  in  the  long 
run  sacrifice  power  and  flexibility. 

Not  all  of  us  agree.  The  mouse  and 
its  system  of  pull-down  menus,  dialog 
boxes,  and  pictorial  symbols  (icons)  are 
here  to  stay;  not  only  here  to  stay,  but 
pushing  keyboard  commands  out  the 
window. 

Ease  of  Use.  The  Macintosh  estab- 
lished a  new  standard  in  making  com- 
puters easy  to  use.  And  it's  no  accident 
that  newer  machines,  like  the  Atari  ST 
and  Commodore  Amiga,  are  adopting 
similar  systems.  The  reasons  are  ob\ious. 

There's  no  doubt  that  mouse-driven 
operation  is  easier  than  typing  in  com- 
mands. From  the  first  time  you  turn  on 
the  computer,  managing  an  operating 
system  and  using  applications  software 
are  far  simpler  with  a  mouse  and  its 
environment.  Intuitive  is  a  key  word 
here.  Pointing  and  pressing  a  single 
button,  selecting  and  reading,  are  intu- 
itive. If  a  child  wants  something,  he  or 
she  points  to  it.  Adults  haven't  forgot- 
ten how  to  do  that. 

Probably  the  best  test  of  ease  of  use 
is  how  fast  you  can  get  moving  in  a  new 
program.  I  recently  began  using  Page- 
Maker, a  page-layout  and  design  pro- 
gram for  the  Macintosh.  It's  definitely 
an  advanced  application.  Yet,  because  I 
was  familiar  with  mouseketeering,  I 
was  able  to  produce  and  print  a  page  in 
less  than  an  hour — without  more  than 


a  glance  at  the  thin  manual.  Everything 
was  intuitive.  Rulers  and  guides  were 
pulled  into  place,  words  typed  just 
where  they  belonged,  and  graphics  taken 
from  files  and  cropped  to  the  right  size. 
Contrast  that  with  a  more  traditional  pro- 
gram like  WordStar,  the  quintessential 
keyboard-based  word  processor.  For 
what  it  does,  WordStar  is  just  as  sophis- 
ticated as  PageMaker.  Yet  there  are  com- 
mands I  have  to  look  up  when  I'm 
using  WordStar,  even  though  I've  writ- 
ten thousands  of  words  with  it  over  the 
last  three  years.  Few  of  us  can  remem- 
ber two  or  three  dozen  commands  for 
every  program  we  use. 

Know  one,  know  all.  If  you  were 
simply  dealing  with  the  computer's  op- 
erating system — the  way  the  machine 
handles  such  tasks  as  deleting  or  re- 
naming files — mouse  and  keyboard 
might  be  more  comparable.  But  most  of 
us  don't  spend  that  much  time  with  the 
operating  system.  We  use  the  computer 
to  run  programs  for  a  specific  task.  A 
spreadsheet  one  time,  a  word  processor 
the  next.  With  a  mouse-driven  com- 
puter and  well-written  software,  it's  as 
easy  to  learn  and  use  one  program  as 
another.  The  knowledge  base  is  there. 
Knowing  how  to  make  a  menu  choice 
in  Multiplan  means  you  know  how  to 
do  the  same  in  Microsoft  Word.  You 
don't  have  to  spend  time  learning  the 
basics  over  and  over. 

What  it  does,  not  how  it  does  it. 
Given  these  aspects  of  mouseketeering, 
why  would  anyone  want  to  use  key- 
board commands?  The  usual  reason  is 
that  you  can  get  inside  the  computer, 
controlling  it  more  directly.  Power  user 
is  a  term  that  often  crops  up. 

Yet  even  the  IBM  PC  is  succumb- 
ing to  mouseketeers.  Operating  envi- 
ronments like  Topview,  Microsoft 
Windows,  and  GEM,  all  which  use 
Macintosh-like  control,  are  having  an 
impact.  One  of  the  bestselHng  accesso- 
ries for  the  IBM  PC  is  a  mouse.  Popular 
software  like  Sidekick  uses  extensive 
menus. 

More  people  are  interested  in  doing 
something  easily  and  quickly  with  the 
computer  than  in  trying  to  remember 
how  to  do  something  easily  and  quickly. 

This  is  a  key  to  pulling  more  peo- 
ple into  computing.  Most  people  won't 
stand  for  complex  directions  on  a  com- 


puter any  more  than  they'll  tolerate 
thick  manuals  for  a  microwave  or  VCR, 
We  want  to  do  something  with  our 
tools,  and  we  want  to  do  it  now,  not  in 
three  days.  That  may  be  instant  gratifi- 
cation, but  computer  manufacturers 
must  realize  it's  vita)  to  their  success. 
That's  why  the  introduction  of  the 
ST  and  Amiga,  and  the  continuing  sales 
of  the  Macintosh,  show  so  much  prom- 
ise for  computing.  Computer  intimida- 
tion will  be  long  forgotten  once  the  A> 
prompt  becomes  history.  Mouseketeer- 
ing is  no  Mickey  Mouse  concept — it's 
the  preferred  gateway  to  a  computer. 


Next  month,  by  popular  demand, 
COMPUTE!  is  kicking  off  the  new  year 
with  an  exciting  new  service:  the 
COMFUTEf  DISK.  Now  you  can  get  all 
the  programs  for  your  computer 
without  hours  of  typing.  Each  quar- 
terly disk  will  contain  every  pro- 
gram published  for  your  machine  in 
the  current  and  two  previous  issues, 
ready  to  load  and  run.  The  first  disk, 
for  the  Commodore  64/128,  has  all 
the  programs  in  the  January  1986 
issue — including  the  professional- 
quality  spreadsheet,  SpeedCalc — 
and  all  the  programs  from  the 
November  and  December  1985  is- 
sues. As  a  special  bonus,  the  January 
1986  disk  also  includes  SpeedScript 
3.2,  an  updated  version  of  COM^ 
PUTEi's  popular  word  processor.  The 
Apple  COMPUTE!  DISK  debuts  in  Feb- 
ruary 1986,  followed  by  the  Atari 
COMPUTE!  DISK  in  March  and  the  IBM 
COMPUTE!  DISK  in  April.  The  Apple 
and  Atari  disks  also  will  feature 
SpeedCalc  and  SpeedScript. 

Each  COMPUTE!  DISK  costs  only 
$12.95  plus  $1  shipping  and  han- 
dling. Or  you  can  order  a  year's  sub- 
scription for  $39.95  (a  $12  savings). 
Call  TOLL  FREE  1-800-334-0868  (in 
NC  call  1-919-275-9809)  8:30 
a.m. -4:30  p.m.  eastern  standard 
time.  To  order  by  mail,  send  check  or 
money  order  to  COMPUTE!  Publica- 
tions, Inc.,  P.O.  Box  5058,  Greensboro, 
NC  27403  USA.  Readers  outside  the 
U.S.  and  Canada  add  $2  shipping 
and  handling.  All  orders  must  be 
prepaid  in  U,S,  funds. 


6     COMPUTEI      December  IV85 


The  floppy  disk 
with  the  flop  proof  guarantee. 


We  put  it  down  in  writing.  So 
every  time  you  insert  a  JVC 
Floppy  Disk  into  your  disk  drive, 
you  know  it  will  be  free  of  mag- 
netic defects,  it's  guaranteed  for 
life. 

Winy  are  we  so  confident? 
Because  every  JVC  Floppy  Disk 
is  made  with  a  durable,  excep- 
tionally smooth  magnetic  emul- 
sion that  significantly  reduces 
friction  and  abrasion.  Less  fric- 
tion results  in  fewer  dropouts, 
and  substantially  extends  the  fife 
of  the  floppy  disk.  In  fact,  every 
JVC  Floppy  Disk  is  designed  to 


Magnetic  Tape  sns! 


operate  error  free  for  up  to  ten 
million  passes. 

Even  our 
,-  _  dustiackets 


156  i 


are  made  from 


> 


^ 


^  JVC     ^     JVt!      / 


'FLOPPYDIEK       5-1H-MINI.FU0PPYDISK       3-1/2-MICRO  FUOPPY  DISK 
FO-2D256  MD-ZD  MF-JDO 


polyvinyl  non-woven  fabric  that 
keeps  out  dust,  moisture  and 
contaminants  that  can  cause 
floppy  disk  error.  How  do  we  do 
it?  Simple.  We've  been  making 
the  best  video  and  audio  mag-' 
netic  tapes  for  years.  And 
practice  makes  for  a  perfect 
floppy  disk. 


THE  GOAL  IS  PERFECTION. 

P?7^ 


JVC  COMPANY  OF /JU£RiCA.UagnH)cTap6C>viuon.  41  StaterDfive,EUT>Maa1P4ri<,.  N  Ji  07407  JVCCANAOAIhCScartxyoj^.  Out 


Publisher  jomes  Caselta 

Founder/Editor  in  Chlel         Robert  C,  Lock 
DIreclor  ol  Admlnlstrodon      Alice  S.  Vitolfe 


Senior  Edllor 

Managing  Editor 

Editor 

Assistant  Editor 

Production  Director 

Production  Editor 

Editor.  COtyPUTEI's  GAZEnE 

Technical  Edllor 

Assistant  Technical  Editors 

Program  Editor 

Features  Editor 

Asslslonl  Edllor.  COMPUTEI's 

GAZEHE 
Assistant  Features  Editor 
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Editorial  P/ogrammars 
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Copy  Editors 
Executive  Assistant 
Admlnlslralive  Asslslonts 

Auociale  Editors 


Contributing  Edllor 


Richard  Mansfield 

Kathleen  Martinei< 

Tom  R.  Hailhill 

Pfillip  Nelson 

Tony  Roberts 

Goil  Cowper 

Lance  Elko 

Ottts  R  Cowper 

John  Krause.  George  Milter 

Charles  Brannon 

Selbv  Boteman 

Toda  Helmarck 

Kothy  Yakot 

Patrick  Porrish 

Tim  Victor.  Kevin  Fy^ykytyn 

Mark  TuttlB 

Dovid  Florance 

Joan  Rouleau.  Ann  Dovies 

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Kretlow 

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Los  Altos.  CA 

aii  Willtinson 


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Edllor 
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Director.  Bool<  Sales  6i 

tviarkefing 
Assistant 


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Design 
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Lee  Noel 

E)e  Potter 

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Harry  Bloir 


DIreclor  of  Advertising 

Sales 
Pfoduotlon  Coordinator 
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Ken  Woodard 
Pattl  Stokes 
Kathleen  Hanlon 


Promollon  Assistant 


Caroline  Dark 


Customer  Service  Manager  Philippa  King 

Deoler  Soles  Supervisor        Gail  Jones 

Assistants  Liz  Krusenst(emo.  Rhonda 

Savage 
Individual  Order  Supervisor  Judy  Tayior 


Asslstonts 


Receptionist 
Woiehouse  Manager 
Slotl 


Betty  Atkins.  Goyle  Benbow, 

Mary  Hunt,  jonna  Nash,  Chns 

Potty 

Anita  Armfiefd. 

Lonnie  Arden 

Harold  Ayers.  Larry  O'Connor. 

David  Hensley 


Dota  Processing  Manager     Leon  Stokes 

Assistants  Cnris  Coin.  Steve  Bowmen 


Vice  President.  Finance  & 

Planning 
Dlrectoj,  Finance  i. 

Planning 
flnonclQl  Analyst 
Staff 


Paul  J.  tvtegliolo 

R.  Steven  Vetter 
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Credit  Ivlanoger 
Stan 


Barry  L  Beck 

Sybil  Agee.  Anne  Ferguson 

Pat  Fuller.  Doris  Holt,  imda 

Miller.  Mory  Woddell  Jane 

Wiggs 


Robert  G.  Burton,  President 

Paul  J.  Megllolo,  Vice  President,  Finonce  and  Planning 


ITIT 


nagulnf  Publahcr^Auocialiai 


Aadlt  BarttQ 
Df  CiimlitlDU 


Coming  In  Future  Issues 

SpeedCalc: 

Professional  Spreadsheet 
With  SpeedScr/pf  Integrator 
For  Commodore  64/128, 
Apple,  Atari 

Making  Music  With  MIDI 
Pius  A  MIDI  Buyer's  Guide 

Solitaire 

For  Commodore  64/128, 
Plus/4,  16,  Atari,  Apple, 
IBM  PC/PCjr,  Tl 

Disassembler  64 

Apple  Keyboard  Customlzer 

Atari  RESET  Controller 

IBM  Advanced 
Function  Key  Techniques 

Formatted  Printouts 

For  Commodore  64,  1 28, 

VK;-20,  PIU8/4,  16 


COMPUTEI  Publications,  inc  publishes 


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This  Is  the  most 
Interesting  football 
game  I  have  seen. 
Howard  Boldebuck 

Lombard,  IL 
Police 

Thank  you  for  the 
great  game,  with 
printer  options. 
Daniel  H.  Antolec 

Monona,  Wl 
Police 

SUPBR  BOWL  SUNDAY 

Is  a  very  enjoyable 

game. 

Charles  M.  Bolton 

Jacksonville,  Arkansas 
US  Air  Force 

Excellent  game.  Best 

sports  simulation  I've 

seen. 

Richard  G.  Miller 

Duluth,  Georgia 
Engineer 

The  game  Is 
unbelievablel  A  +  +/ 
Matt  Ritchie 

Cisco,  TX 
Student 

Great  game,  very 

realistic. 

James  Antonaccio 

Somers,  New  York 
Architect 

SUPERBOWL  SUNDAY 
Is  the  "BEST"  football 
game  I  ever  played. 
Michael  Cwlrl<o 

Monroe,  NY 
Student 


Good  games  —  would 

like  good  baseball 

gamel 

Scott  Peterson 

Vernon  Hills,  IL 
Sales  Manager 

"Nice  Animation!" 
Kevin  McGIII 

Spring,  Texas 
Student 


Excellent  gamel  Can 
you  expand  it  (more 
plays,  more  teams?) 
James  Helronlmus 

Enon,  Ohio 
Doctor 


SUPERBOWL  SUNDAY 
is  a  great  game. 
Rick  Bray 

Eugene,  Oregon 
Clerk 

Very  good  game. 
Mike  Trimarco 

Franklin  Park,  IL 


This  program  Is 
fantastic!! 
Chris  Calkins 

Seffner,  FL 
Computer  Technician 


Excellent  quality 
Michael  Zoyrko 

Neah  Bay,  WA 
USAF 


~OK. 


$10^00 
REWAHD 

if  you  can  prove  that  any  of  the 

testimonials  shown  here  are  not  true 

or  have  been  altered  in  any  way! 


Finally  a  good 
graphics,  statistical 
football  program. 
Would  like  more 
printer  options. 
John  Sievlla 
Waukesha,  Wl 
Photo  Engraver 

This  game  is  fun  to 

get  Into! 

Taylor  Thompson 

Arlington,  Texas 
Student 


The  best  game  you've 
come  up  with  yet. 
R.  Michael  Lesher 

Whitehall,  PA 
Engineer 

Make  a  diskette  for 
"SUPER  BOWL  SUNDAY" 
that  allows  me  to 
create  teams. 
Rick  Dakesian 
Lincoln  Park,  Ml 


wm 


Available  NOW  on  diskette  for  the  Commodore-  64/128 
and  IBM^  PC,  PCjr.  Coming  soon  for  Apple-  family... $35.00 
season  disks  (where  you  can  re-create  an  entire  season) 
available  separately. 

Available  at:  Toys  "R"  Us/Llonel  Kiddie  City/Caldor/ 
Games  and  Gadgets /Software  City  Stores/K-Mart 
stores /Sears  Stores /Montgomery  ward  Stores/ 
warehouse  one  stores/Target  Stores  and  Better 
GAME/COMPUTER  STORES  everywhere. 


Ijlll       micpocomputen  games  division 
"  The  Avalon  Hill  Game  Company 


4517  HARFORD  ROAD,  BALTIMORE,  MD.  21214 

For  Ordering  information 

Call  TOLL  FREE:  1-800-638-9292 


Great  gamel 
Chuck  Shea 

Las  Vegas,  NV 

More  disks!  — 
Coaches  disk  to 
create  teams;  great 
teams  from  past  —  not 
Super  Bowl;  college 
teams. 
^Greg  Addy 
Elgin,  IL 
Credit  Approver 

Very  realistic,  would 
like  other  sports. 
N.  SIderatos 

Brooklyn,  New  York 
Student 

A  great  game. 
Derek  Aietio 

Warminster,  PA 
Student 

One  of  the  very  best 
'sports  games! 
Jeffrey  D.  Malley 

Philadelphia,  PA 
Insurance 

I  was  wondering  If  you 
sell  1985  teams,  &  If 
you  update  the  disk. 
Rick  Rosenthal 

Peabody,  MA 
Student 

Very  Impressive  game. 
Good  concept  and 
Implementation. 
Patrick  K,  Morlarty 

Richmond,  VA 
Programmer 

Very  realistic 
simulation  with 
excellent  graphics. 
Jay  Hertel 

Sterling,  Illinois 
Student 

These  type  of  games 

are  great  to  play  with 

your  kids  (sharpens  the 

mind). 

Rod  Phillips 

Craig,  CO 

Jeweler 

Your  game  Is  great, 
just  keep  on  coming 
out  with  more. 
Joe  Yovino 

Cincinnati,  Ohio 
Student 


Readers  Feedback 


The  Editors  and  Readers  of  COMPUTE! 


//  you  have  any  questions,  comments,  or 
suggestions  you  would  like  to  see  ad- 
dressed in  this  column,  write  to  "Readers' 
Feedback."  compute!,  P.O.  Box  5406, 
Greensboro,  NC  27403.  Due  to  the  volume 
of  mail  zve  receive,  we  regret  that  we 
cannot  provide  personal  answers  to  tech- 
nical questions. 


I 


Uploading  Files 

I  work  in  a  publications  department  of  a 
large  company  that  uses  IBM  PC- 
compatible  computers.  I  also  have  a 
Commodore  64  at  home.  Is  there  any 
way  to  convert  my  Commodore  word 
processing  files  so  they  can  be  read  by 
an  IBM  PC?  I  have  seen  programs  that 
convert  Apple  files  to  IBM,  but  not  for 
Commodore.  Is  it  that  it  cannot  be 
done,  or  just  that  no  one  has  done  so 
yet? 

Merton  Backlund 

With  the  right  setup,  you  can  transfer  a 
file  bettveen  any  two  computers.  We  do  it 
almost  every  day  here  at  compute! — text 
files  received  from  outside  authors  on 
floppy  disk  or  over  the  phone  lines  are 
uploaded  directly  into  our  editorial /type- 
setting computer  system. 

In  general,  the  easiest  ivay  to  transfer 
files  between  7wrmally  incompatible  com- 
puters is  to  link  them  together  over  the 
phone  lines  with  modems.  That  means 
each  computer  must  be  equipped  with  its 
ozon  modem  and  temunal  software  (a  pro- 
gram that  makes  the  telecommunications 
link  possible).  In  addition  to  exchanging 
word  processing  files  this  way,  you  can 
also  transfer  programs— although  they'll 
need  to  be  translated  by  a  programmer 
before  they'll  run  on  the  other  computer, 
of  course. 

If  both  computers  are  in  the  same 
room,  or  nearby,  sometimes  you  can  avoid 
the  expense  of  equipping  each  computer 
with  a  modem  by  using  a  null  modem 
cable.  This  is  a  special  cable  which  links 
the  computers  together  by  connecting  to 
their  interface  ports  (usually  the  RS-232 
serial  port).  If  this  is  done  properly,  each 
computer  thinks  it  is  talking  to  the  other 
via  modem,  even  though  no  modems  are 
involved.  However,  null  modem  cables  to 
fit  every  possible  situation  aren't  easy  to 
come  by.  Usually  they  must  be  custom- 
made  by  a  technician  familiar  with  both 
computers. 


In  your  particular  case,  modems  are 
the  solution,  since  you  want  to  transfer 
files  over  a  distance  (home  to  office).  If  the 
computer  at  work  icill  be  unattended 
when  you  plan  to  transfer  your  files,  you'll 
have  to  equip  it  loith  an  autoanswer  mo- 
dem that  can  answer  the  phone  and  re- 
ceive information  automatically.  Make 
sure  the  terminal  programs  you  get  allow 
uploading  and  doivnloading  (the  capabili- 
ty to  send  and  receive  files)  and  are  other- 
wise compatible  with  the  modems. 

Before  sending  a  word  processing 
file,  delete  all  special  formatting  com- 
mands from  the  document,  such  as  those 
which  trigger  different  printing  styles, 
headers,  footers,  page  numbers,  centering, 
and  so  on.  The  other  computer's  word 
processor  zvon't  understand  these  format- 
ting commands,  and  the  control  codes 
might  interfere  with  the  telecommunica- 
tions link.  The  file  you're  preparing  for 
transfer  should  be  pure  text. 

One  complication  in  your  case  is  that 
Commodore  and  IBM  computers  use  dif- 
ferent codes  to  represent  characters,  al- 
though the  codes  for  both  are  derivatives 
of  ASCII  (American  Standard  Code  for 
Information  Interchange).  Though  IBM 
ASCII  is  nearly  identical  to  standard 
ASCII,  Commodore  ASCII  is  quite  differ- 
ent. A  good  terminal  program  can  convert 
Commodore  ASCII  to  standard  ASCII 
characters  as  it  sends  the  file.  So  if  your 
word  processor  stores  characters  as  Com- 
modore ASCII  codes,  you  may  able  to  send 
the  files  in  their  present  form.  However, 
many  popular  word  processors  for  the  64 
(including  C0MPUTE!'s  SpeedScript)  store 
characters  as  screen  codes,  which  are  dif- 
ferent from  ASCII  codes.  Before  sending 
such  a  file  you  must  convert  each  screen 
code  to  its  ASCII  equivalent.  Though  it's 
too  lotig  to  include  here,  a  file  converter 
program  was  published  as  part  of  the 
article  "SpeedScript  3.0:  All  Machine 
Language  Word  Processor  for  Commodore 
64"  in  COMPUTE!,  March  1985.  This  pro- 
gram converts  text  files  from  Commodore 
screen  codes  to  Connnodore  ASCII  or 
standard  ASCII,  and  Commodore  ASCII 
files  to  screen  codes. 

Your  particular  situation  may  re- 
quire a  little  additional  conversion.  On 
Commodore  computers,  the  code  CHR$(13) 
performs  both  a  carriage  return  (moving 
the  cursor  back  to  the  left  margin}  and  a 
line  feed  (moving  the  cursor  down  one 


line).  In  IBM  ASCII,  these  are  separate 
functions:  CHR$(10)  performs  a  line  feed 
and  CHRS(13)  does  a  carriage  return. 
Here's  a  short  IBM  program  that  adds  the 
line  feeds: 

10  ON  ERROR  GOTO  60  'Add  CHR* 

(10)  to  each  CHRt(13)  in  t 

e::t    file 
20    INPUT  "Filenanie";NS:  INPUT 

"Conversion  f i lename" ; H* 
30  OPEN  NS  FOR  INPUT  AS  #1:DP 

EN  M*  FOR  OUTPUT  AS  »2:WHI 

LE  EDF(1)=0 
40  C$=INPUT»C1,#11 jPRINT  #2,C 

*;:IF  C*=CHR*(13)  THEN  PR  I 

NT  #2,CHR»(10); 
Sa  WEND 
60  CLOSE  1: CLOSE  2: ON  ERROR  G 

OTD  0 


Apple  Mousetext 

1  own  an  Apple  lie  and  have  heard  it 
has  32  special  "Mousetext"  characters 
built  into  ROM.  How  can  I  access  these 
characters?  Can  I  use  them  in  my 
BASIC  programs? 

Murray  Hanstead 

Apple's  Mousetext  characters  are  de- 
signed especially  for  mouse-driven 
(Macintosh-style)  software,  but  they  can 
be  used  any  time  you  need  additional 
characters.  Available  on  the  enhanced  lie 
as  well  as  the  lie,  they  include  line  seg- 
ments, arrows,  open  and  closed  apples, 
cursors,  and  }nore.  The  Mousetext  charac- 
ter set  works  in  40  or  80  columns  and  is 
easy  to  use  from  BASIC. 

Apple  II  computers' with  Mousetext 
also  contain  enhanced  video  firmware,  a 
collection  of  screen  routines  in  ROM 
(Read  Only  Memory)  used  in  place  of  the 
original  monitor  routines.  One  advantage 
of  the  enhanced  firmware  is  that  it  makes 
Mousetext  much  easier  to  use.  When  en- 
hanced video  IS  activated,  the  cursor  is  an 
inverse  box  instead  of  the  normal  flashing 
box.  To  turn  on  the  firmware  on  the  Apple 
lie,  press  the  ESC  key,  followed  by  the  4 
key  for  40  columns  or  the  8  key  for  30 
columns.  On  the  extended  He,  type  PR#3 
and  press  RETURN  (this  also  works  on  the 
He).  PR^3  puts  you  in  80-column  mode; 
use  ESC-4  and  ESC-8  to  switch  between 
40  and  80  columns. 

Once  the  enhanced  firmware  is  on, 
PRINT  CHRS(27)  replaces  inverse  mode 
uppercase   characters   with   Mousetext. 


10     COMPUTEI      December  1VB5 


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Now  the  INVERSE  command  tuitw  Mouse- 
text  on  ami  the  NORMAL  command  turns 
it  off.  Uppercase  characters  printed  in 
inverse  mode  appear  as  Moiisetext,  but 
inverse  lowercase  characters  are  still 
available.  PRINT  CHR$(24)  restores  the 
normal  inverse  uppercase  characters 
without  affecting  Mousetext  alreadi/  on 
the  screen.  By  using  the  INVERSE  and 
NORMAL  commands  and  PRlNTing 
CHR$(27)  and  CHR$(24l  it's  possible  to 
mix  Mousetext,  inverse  uppercase,  and 
normal  uppercase  on  the  screen  at  once. 
To  see  all  the  Mousetext  characters,  type 
in  and  run  the  following  one-line 
program: 

10    PRINT  CHR*(4)  ;  "PRIt3":PRINT 

CHR«(27):F0R  1=64  TO  95: 

INVERSE: PRINT  CHR* ( I ) ; : NOR 

MAL  :PRINT"  "jiNEXT  iPRINT 

:  FOR  1=64  TD  V5:  PRINT  C 

HR«(I) ; :NEXT 


Atari  Custom  Characters 

I  know  how  to  use  CALL  CHAR  on  the 
TI-99/4A  computer  to  create  custom 
characters,  but  how  is  this  done  on  the 
Atari? 

Marc  Breaux 

Atari  BASIC  lacks  a  command  such  as 
CALL  CHAR  to  redefine  characters  in  a 
single  step,  so  you  have  to  build  a  routine 
with  PEEKs  andPOKEs  instead.  There  are 
four  steps  involved,  as  demonstrated  bit 
the  following  program,  which  changes  the 
exclamation  point  into  an  alien  shape. 

First,  line  10  loioers  the  top  of  memo- 
ry to  reserve  a  protected  area  for  the  new 
character  set.  This  example  lowers  the  top 
of  memory  by  2,048  (8*256)  bytes,  enough 
room  for  a  full  character  set.  You  must 
declare  a  graphics  mode  after  doing  this  to 
make  the  computer  relocate  screen  memo- 
ry just  belozo  the  protected  area.  Next,  line 
20  copies  the  part  of  the  original  character 
set  you'll  need  from  ROM  (Read  Only 
Memory)  into  the  protected  memory.  The 
ROM  characters  start  at  location  '57344. 
Line  30  then  POKEs  the  data  for  the  new 
characters  into  memory.  Finally,  line  40 
tells  the  computer  where  to  find  the  neie 
character  set  by  POKEing  the  high  byte  of 
the  new  character  set's  address  into  loca- 
tion 756. 

Numerous  articles  describing  these 
techniques  in  more  detail  have  appeared 
in  past  issues  of  compute!  and  are  re- 
printed in  such  books  as  COMPUTEI's 
First  Book  of  Atari  Graphics  and  Second 
Book  of  Atari  Graphics. 

10  A  =  PEEK  U06) -8:  POKE  106 
,A:GRAPHICS  0:CHBAS-35 
6»A:REM  PROTECT  1024  B 
YTES  OF  liFMDRY 

20  FOR  fl=0  TO  2047: POKE  C 
HBAS-»fl,  PEEK  i57344  +  AJ  :  N 
EXT  A;REM  COPY  NORMAL 
CHARACTER  SET  TO  RAM 


30  FOR  A=CHBAS+8  TO  CHBAS 
+15:READ  BiPDKE  fi,B:NE 
XT  A:REM  PUT  NEW  CHARA 
CTER  DEFINITION  AT  EXC 
LAMATION  POINT 

40  POKE  756,A:REM  CHANGE 
CHARACTER  POINTER 

50  DATA  60,126,90,126,60, 
36,66, i29 


40  IBM  Function  Keys 

I  have  an  IBM  PC  and  have  written 
many  BASIC  programs.  To  increase 
speed  and  minimize  typing  errors,  I 
usually  reassign  all  10  function  keys. 
But  sometimes  10  keys  is  not  enough.  I 
have  seen  programs  like  Symphony  that 
allow  as  many  as  20  function  keys.  Is 
there  any  way  1  can  use  the  ALT  key  to 
assign  additional  function  keys? 

Ralph  D'Angelo 

As  you've  learned,  IBM  BASIC  supports 
only  10  soft  key  assignments.  Function 
keys  1-10  are  called  soft  keys  and  can  be 
reassigned  with  a  statement  like  KEY  1, 
"CLSiFlLES"  +  CHRS(13)  in  direct  mode 
or  in  a  program.  The  KEYO  and  ON  KEYQ 
GOSITB  statements  make  it  possible  to 
trap  as  many  as  six  additional  keys  (see 
"Readers'  Feedback,"  September  1985), 
but  that  method  can't  provide  a  full  extra 
set  of  function  keys.  However,  you  can  get 
four  sets  of  function  keys — 40  keys  in 
ail— by  checking  for  extended  scan 
codes.  When  you  press  a  single  key,  it 
generates  a  single  scan  code  (a  number  in 
the  range  0-255).  Extended  (two-number) 
scan  codes  are  generated  when  you  press 
ALT,  CTRL,  or  SHIFT  with  another  key 
This  program  illustrates  one  keyboard 
scanning  method  that  ivorks  on  both  the 
PC  and  PCjr;  it  detects  Fl,  ALT-Fl, 
CTRL-Fl,  and  SHIFT-Fl,  displaying  the 
scan  codes  for  whatever  keys  you  press. 

0  FOR  J=l  TO  10:KEY  J,"":NEXT 

J 

1  DEF  FNF1(X)=(X»=CHR«(0)+CHR 
«(59>):DEF  FNALTFl ( X ) = ( Xt=C 
Hfi:S(0)+CHRsn04)  ) 

2  DEF  FNCTRFl (X)=(XS=CHRt(0)+ 
CHR4(74) ) :DEF  FNSHFF 1 ( X ) = f X 
t=CHR* (0)+CHRi(B4) ) 

3  X«=INKEYS:ON  (FNF 1 ( A ) «- 1 ) + ( 
FNALTFJ (A) »-2>  GOSUB  6,7 

4  ON  (FNCTRFl (A) *-I ) + (FNSHFFl 
(fl)*-2)  GOSUB  a, 9 

5  FDR  J=l  TO  LEN<Xt) iPRINT  A5 
C(MID«(XS, J, 1)1 :NEXT  J : GOTO 

3 

6  PRINT  "Pressed  Fl": RETURN 

7  PRINT  ■■Pressed  Al  t-F  1 '■ :  RETU 
RN 

a  PRINT  "Pressed  Ct r  1 -F  1  ■■ :  RET 

URN 

9  PRINT  "Pressed  Shift-F1":RE 

TURN 

Lines  1-2  define  user  functions  for 
the  key  combinations  xve  want  to  detect. 
The  INKEYS  statement  in  line  3  returns 
the  scan  codes  in  X$,  and  the  ON-GOSUB 
statements  in  lines  3-4  transfer  control  to 


appropriate  subroutines.  Detecting  addi- 
tional key  combinations  is  simply  a  matter 
of  adding  more  user  functions  and  appro- 
priate subroutines.  Page  G-7  of  the  IBM 
BASIC  Manual  and  pages  C-6-C-7  of  the 
PCjr  BASIC  Manual  list  all  the  cxtetuied 
scan  codes:  note  that  certain  key  combina- 
tions don't  generate  extended  codes. 

Arabian  Atari? 

I  own  an  Atari  800  and  have  been 
trying  to  change  the  movement  of  the 
cursor  so  that  I  can  type  from  right  to 
left  instead  of  left  to  right.  I  have  looked 
at  a  large  number  of  books  without 
finding  anv  answer.  Is  this  possible  in 
Atari  BASIC? 

Nour  Abdullah  Al-Rasheed 

P.O.  Box  2532 

Hofuf,  Al-Hassa  31982 

Kingdom  of  Saudi  Arabia 

Every  microcomputer  that  we've  seen  ex- 
pects characters  to  be  arranged  in  the  left- 
to-right  order  common  to  Western 
languages.  However,  the  arrangement  of 
text  is  simply  a  convention,  and  soi.ne 
languages  use  different  conventions.  Ara- 
bic, Hebrew,  and  Japanese  are  read  from 
right  to  left,  Chinese  is  read  from  top  to 
bottom,  and  so  an. 

A  true  solution  to  your  problem  in 
Atari  BASIC  is  yiext  to  impossible.  To 
really  make  it  work,  you'd  have  to  rewrite 
(in  machine  language)  every  part  of  BASIC 
and  the  operating  system  (05)  that  manip- 
ulates text.  Since  BASIC  and  the  OS  are 
large,  complex  machine  language  pro- 
grams, this  project  could  take  an  expert 
programmer  loeeks  or  months.  Then,  to 
make  the  change  permanent,  you'd  need 
to  burn  the  modified  BASIC  and  OS— as 
welt  as  a  new  character  set — onto  PROM 
(Programmable  Read  Only  Metnory)  or 
EPROM  (Erasable  PROM)  chips  and  re- 
place the  machine's  original  chips.  It's  not 
impossible,  but  it  involves  far  more  labor 
than  most  people  would  be  willing  to 
expend.  Also,  there  would  probably  be 
compatibility  problems  with  commercial 
software. 

If  you  don't  mind  a  little  inconven- 
ience, there  is  a  crude  solution.  Move  your 
monitor  to  one  side  and  turn  it  sideways, 
then  mount  a  large  mirror  at  an  angle 
lohere  the  monitor  used  to  be.  Watch  the 
mirror  instead  of  the  monitor,  and  each 
line  appears  to  be  typed  from  right  to  left. 
Once  that's  done,  you  need  to  design  a  set 
of  backward  characters  that  will  appear 
correct  when  viewed  in  the  mirror.  We 
have  reprinted  your  address  in  case  any  of 
our  foreign  readers  have  a  better  solution. 

Making  ML  Loaders 

Please  give  me  a  Commodore  program 
that  turns  a  machine  language  program 
into  BASIC  iines  like  the  listings  for 


12     COMPUTE!      December  1985 


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Computer  Concepts 

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Electronics  Boutique 

Holyoke 

Software  City 

West  Springfield 

The  Wha 

WesttJOfo 


Michigan 
Micro-VJorld 
Livonia  and  Mil  lord 

Missouri 

Software  To  Go 

St  Louis  and  Clayton 

Nevada 
Century  23 
Las  Vegas 

New  Hampshire 

Caldor 

Bedford 

Portsmouth  Computer  Center 

Portsmouth 

New  Jersey 

Bamberger's 

Memo  Park,  cherry  Hill. 

Paramus.  Livingston. 

Wayne 

Caldor 

Eatontown.  S,  Piainlield. 

West  Orange.  Toms  River. 

Watchung.  Paramus,  Morris 

Plain,  Woodbridge,  Brick 

Town,  U.  Brunswick,  W 

Palerson 

Crazy  Eddie 

Paramus,  E  Brunswick. 

Union,  Totawa,  Woodbndge 

Electronics  Boutigue 

Voohrhees.  Rockaway 

Woodbndge 

Family  Computer  Centres 

South  Orange 

Games  'N  Gadgets 
Livingston.  Burlington 
Wayne 

Vi/olsten's  Inc 
East  Orange 

Neiw  Meilco 
Academy  Computer 
Albuquerque 


New  York 

45th  Electro 

New  York 

47th  St  Photo.  InC- 

New  York  (3  locations) 

Advanced  Camera 

Mew  York 

Annex  Outlet 

New  York 

Barnes  &  Noble  Bookstore 

New  York  (2  locations) 

Big  L  Electronics 

W.  Hempstead.  W 

Babylon.  Syosset,  New 

Hyde  Park.  Patchogue 

Binary  Orchard  Inc 

Hamburg,  West  Seneca 

Broadway  Computers 

New  York 

Byte  Shop 

Mernck 

Caldor 

Lake  Ronkonk,  East 

Patchogue,  Wappingers  Falls, 

Riverhead,  Rocky  f'oint. 

Sndgehampton,  Vails  Gate, 

Glens  Falls,  Kingston, 

Middletown.  Latham, 

Mahopac.  Sedford  Hills, 

Albany,  Yorktown  Heigtits. 

Peekskill.  Pelham  Manor, 

Schenectady,  Nanuel.  White 

Plains.  Yonkers,  NewPurgh 

Port  Chester  Poughkeepsie. 

W,  Babylon,  Levittown, 

Coram.  Cliltnn  Park 

Computer  Discount  of 

America 

Hunhngton 

Compute  rware 

East  Meadow 

Computerworid 

Bayshore 

Crajy  Eddie 

Nesconset,  Mass.  New 

York,  Syosset,  Elmhuist, 

Brooklyn,  Carle  Place, 

Hartsdale,  Bronx.  Nanuel 

East  33rd  Typewriter 

New  York 

Electronic  Man 

New  Yoik 

Electronics  Boutique 

Albany 

focus  Electronic 

Brooklyn  (2  locaiions) 

Four  Guys 

New  York 

Games  'N  Gadgets 

Garden  City,  Huntinglnn 

Station.  Nanuet 

Glossy  Photo 

New  York 

Great  Amencan  Sottware 

Flushing 

Intercontinental 

Flushing 

J4R  Computer  Outlet 

New  York 

J8S  Electronic 

New  York 

Lloyd's 

New  York 

Lloyd  Corner 

New  York 

London  Luggage 

New  York 

Micro  Electronics 

Valley  Stream 

f^ontgomery  Grant 

New  York 

Park  Avenue  Video 

New  York 

Photo  Sound 
New  York 

Programs  Plus 
Brentwood 


New  York  (cont) 
Quartz  Electronics 
filew  York 
Quo  Vadis 
Ridgewood 
Show  S  Tell  Video 
Bayshore 
Software  City 
Brooklyn.  Flushing 
Staten  Island  Software 
Staten  Island 
Wall  Street  Camera 
New  York 
Willoughby's 
New  York 

World  Trade 
Bayside 

North  Carolina 

Games  N  Gadgets 
Raleigh 

North  Dakota 

Software  House 
Fargo 

Ohio 

Big  Bytes  Computers 

Poland 

Computer  Center 

f/enlor 

Computer  Corner 

Lorain 

Computers  Plus  of  Ohio 

fiAanslield 

Disk  Drive 

Toledo 

Dunn  Computer  Center 

Lynhuist 

Electronic  Conne'iiion 

Kettering 

Games  'N  Gadgets 

N  Randall 

Local  Computer  Store 

Chesterland 

Microwave  Magic 

Fairfield 

North  Coast  Programming 

Willoughby  and  Solon 

Software  and  More 

Cincinnati 

Swallens 

Cincinnati 

Video  H  0 

Cleveland 

Oklahoma 

Computer  Software  Center 
Oklahoma  City 

Oregon 

Link  Three,  Inc. 
Beavertnn 
Software  Galeria 
Beaverton 

Pennsylvania 

Baraberger's 

Whitehall.  King  of  Prussia 

Computer  Renaissance 

Monroeville 

De  Re  Computers 

Harrisburg 

Electronics  Boutique 

Langhorne,  King  of  Prussia. 

Whitehall  Exion 

Games  N  Gadgets 

Lancaster.  West  Mifflin, 

King  of  Prussia.  Media, 

Pfiiladelphia 

Riiode  Island 

Caldor 

Woonsocket.  Warwick, 

Lincoln 

Future  Images 

Woonsocket 


South  Carolina 

Horijon  Commodore  Super 

Store 

Greenville  (2  locations) 

Tennessee 

Games  N  Gadgets 

Memphis 

Software  Store 

Memphis 

The  Computer  Shoppe 

Nashville,  Knoxville, 

Memphis,  Chattanooga. 

Madison 

Texas 

Babbages 

Dallas.  Houston,  Piano, 

Mesquite,  Fort  Worth, 

Irving,  Hurst 

Compurite 

Houston  (2  locations) 

Computer  Experience 

San  Antonio 

The  Computer  Store 

San  Angelo 

Data  Pro  Computer  Center 

Wichita  Falls 

EduTron 

Fori  Worth 

Floppy  Wizard 
Houston 

Software  &  Things 
Austin 

Software  Store 
San  Antonio 
Videoland 
Ail  locations 

Utah 

Sottware  Center 
Salt  Lake  City 

Virginia 

Crown  Book  8  Software 
Alexandria,  Woodbndge, 
Reslon.  Springfield,  Vienna, 
Manassas,  Mclean,  Falls 
Church,  Fairtax 

Games  N  Gadgets 
Hampton,  Virginia  Beach 
Program  Store 
Falls  Church 

Wasttington 
Nibbles  &  Bites 
Tacoma 

Wisconsin 

Computer  Software  Center 
Milwaukee 


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your  "MLX"  machine  language  entry 
utility,  I  want  something  that  looks  like 
this: 

49152:169,091,133,170,169,200,092 

Darwin  Clay 

We  frequently  get  letters  from  readers  who 
tvant  to  generate  MLX-style  listings  for 
their  own  machine  language  (ML)  pro- 
grams. However,  while  it's  occasionall}/ 
useful  to  convert  an  ML  program  into 
BASIC,  there  is  no  practical  reason  to  list 
it  in  MLX  format.  An  MLX  listing  is  not  a 
program— the  only  thing  you  can  do  with 
it  is  create  a  machine  language  program 
by  rmming  MLX  and  typing  in  the  listing. 
Since  you  already  have  the  ML  program, 
that  would  be  a  fruitless  exercise.  What 
you  seem  to  need  is  a  BASIC  loader:  a 
BASIC  routine  that  creates  a  machine 
language  program  by  reading  values  from 
DATA  statements  and  POKEing  them  into 
the  correct  memory  locations.  BASIC 
loaders  can  be  added  as  subroutines  to 
other  BASIC  programs. 

Here  are  two  short  programs  that 
construct  loaders,  using  the  dynamic  key- 
board technique  to  write  the  necessary 
DATA  statements.  The  first  program  cre- 
ates a  loader  from  an  ML  program  tliat's 
already  in  memory.  Enter  the  starting  and 
ending  addresses  of  the  ML  program,  fol- 
lowed by  the  beginning  line  number  for 
the  DATA  statements  (don't  use  lines 
1-8).  When  the  blinking  cursor  reappears, 
your  BASIC  loader  is  in  memory,  ready  to 
be  saved.  The  last  line  of  the  loader 
READS  the  DATA  statements  and  POKEs 
the  correct  values  into  memory.  Be  sure  to 
save  this  program  before  running  it: 
Lines  1-8  erase  themselves  after  the 
loader  is  complete. 

Since  this  method  uses  string  opera- 
tions, it  disrupts  the  contents  of  the  high- 
est memory  addresses  used  by  BASIC  (just 
under  location  40960  on  the  64).  That  may 
cause  problems  if  you're  trying  to  make  a 
loader  for  an  ML  program  that  resides  in 
the  same  area.  The  solution  is  to  tower  the 
top  of  BASIC  pointer:  To  protect  a  2K  area 
at  the  top  of  BASIC,  type  the  statement 
POKE  56,PEEK(56)-8:CLR  and  press 
RETURN. 

1  INPUT"START  ADDRESS" ; AD: INPU 
T"EHD  ADDRESS";E:INPUT"FIRST 

LINE  NUMBER" ;L:SA=ADirem  98 

2  PRINT" {CLR1"L"DATA"; :rem  123 

3  PRINTMID5{SrRS{PEEK(AD) ) .2); 
!NUM=NUM+1 :AD=AD+1 : IFAD>ETHE 
N7  :rem  216 

4  IFNUM<16THENPRINT", " ; :G0T03 

:rem  99 

5  PRINT"  {H0MEH2  D0WN]L="L" 
{LEFT1+1:AD="AD" (LEFT) :E="E" 
(LEFT) :SA="SA"(LEFT) :G0T02" 

:rem  182 

6  P0KE198, 5:POKE631, 19:POKE632 
,  1.3:  POKE633,  13:END    :  rem  59 

7  PRINT"lHOMEJ [2  DOWN } "L+l " FOR 
J=  "  SA  "  TO  "  AD-J.  "  1  LEFT  1  :  READQ ;  P 


OKEJ,Q:NEXT" : F0RJ=1T0S : PRINT 
J:NEXT  :rem  100 

8  POKE63i, 19:P0KE198, L2:FQRJ=0 
TO10:POKE632+J,13:NEXT:END 

:rem  160 

In  some  cases  you  may  not  knoiv  the 
ending  address  of  the  ML  program,  or  it 
may  be  inconvenient  to  have  the  ML  in 
memory  while  you're  making  a  loader. 
With  only  slight  modifications,  this  pro- 
gram can  make  a  loader  for  an  ML  pro- 
gram stored  on  disk.  First,  in  line  7  replace 
the  statement  rORJ=lT08  with  FORJ= 
0TO8.  Then  replace  lines  1,  3,  5,  and  8 
with  the  lines  shown  here.  This  routine 
works  like  the  first  example,  but  gets  the 
ML  data  from  disk  rather  than  memory. 
Again,  remember  to  save  the  program 
before  running  it  for  the  first  time. 

0  INPUT"PILENAME";F$: INPUT "FIR 
ST  LINE  NUHBER";L:0PEN2,a, 2, 
"0:"+F5+",P,R"        :rem  48 

1  GET#2,LO$:GET#2,HI5:SA»ASC(L 
0?+CHR5 (0)1 +ASC (HI?+CHRS ( 0  > ) 
*256:AD=SA  i rem  76 

3  GET#2,X5:PRINTMID$(STR$(ASC( 
X?+CHR?(0))),2),-  iNUM=NUM+l:A 
D=.AD+1:IFST<>0THEN7  :  rem  142 

5  PRINT" (home) t 2  D0WN1L="L" 
(LEFT}+1:AD="AD"{LEFT) :SA="S 
A" [left) :P0KE152, 1:GOT02" 

irem  50 

8  POKE631,19sPOKE198, 12:FORJ=0 
TO10:POKE632+J,  13  :NEXT:  OPEtJl 
5,8,L5:CL0SE1.5:END   ;rem  126 


The  Absent  Printer  Dilemma 

I  am  trying  to  write  a  commercially 
salable  Commodore  program  in  BASIC 
and  wish  to  make  it  as  crashproof  as 
possible.  My  problem  is  this:  If  the  user 
selects  printer  output  when  the  printer 
is  disconnected  or  turned  off,  the  pro- 
gram stops  with  a  DEVICE  NOT  PRE- 
SENT error.  Is  there  any  way  to  detect 
this  condition  before  the  program 
crashes? 

Daniel  Henderson 

This  IS  a  tough  problem — so  tough  that 
many  commercial  programs  don't  even 
attempt  a  solution.  In  BASIC,  as  you've 
learned,  a  CMD  or  PR1NT#  command  to 
the  printer  simply  halts  program  execu- 
tion with  an  error  message  if  the  device  is 
absent  (either  turned  off  or  disconnected). 
The  following  routine  luorks  with  Com- 
modore printers  which  do  not  require  an 
external  interface.  Non-Commodore 
printers  are  another  matter,  as  we'll  ex- 
plain in  a  moment. 

10  DATA32, 253, 174,32, 25, 226,32 
,192,2  5  5,162,4, 32,201,255,1 
65, 144  srem  67 

20    DATA41, 128, 133,252,16, 5,169 

,  4,  32,  195,  255,  32,  204,  255,  96 

srem  42 

30  SA=828:FORJ=SATOSA+30:READQ 
:POKEJ,Q:NEXT         : rem  39 

40  SYS  SA,4,4,7:IFPEEK(252)=0T 
HEN80  :rem  246 


50  PRINT" TURN  PRINTER  ON,  PRES 
S  ANY  KEY"  :rem  202 

60  GETA5: IFA$=""THEN60:rem  239 
70  GOTO40  :rera  4 

80  PRINT#4, "THIS  ROUTINE  WORKS 
":CL0SE4  : rem  148 

Lines  1 0-30  place  a  short  ML  routine 
in  locations  828-858  (the  cassette  buffer). 
You  can  relocate  the  ML  by  changing  the 
value  of  SA  in  line  30:  Replace  828  with 
the  address  xvhere  you  want  the  routine  to 
start.  The  SYS  statement  in  line  40  takes 
the  place  of  the  BASIC  statement  OPEN 
4,4,7  {don't  forget  the  comma  after  SA). 
When  using  this  routine,  the  first  two 
numbers  after  the  SYS  must  always  be  4. 
The  third  number  sets  the  secondary  ad- 
dress and  may  be  changed  as  needed:  SYS 
SA,4,4,6  does  the  equivalent  of  OPEN 
4,4,6  in  BASIC,  and  so  on.  Run  the  pro- 
gram lohen  your  printer  is  on;  the  printer 
should  print  THIS  ROUTINE  WORKS.  If 
the  printer  is  not  ready,  the  program 
prints  a  warning  message  and  lets  you 
remedy  the  situation.  Location  252  holds  a 
zero  when  the  printer  is  active,  and  128 
when  it  is  not. 

Unfortunately,  this  method  is  limited 
to  Commodore  printers.  Non-Commodore 
printers  require  an  external  interface  be- 
tween the  computer  and  printer,  and  most 
such  interfaces  draw  power  whether  or 
not  the  printer  is  turned  on.  Since  the 
interface  is  always  powered  up,  it  re- 
sponds with  an  "I  am  here"  signal  which 
convinces  the  computer  that  a  printer  is 
present — even  when  the  printer  is  turned 
off 

Apple,  IBM  ML  Addresses 

Can  you  tell  me  how  to  find  the  begin- 
ning and  ending  addresses  of  a  ma- 
chine language  program  for  the  Apple 
He? 

Bill  Link 

Ever  since  we  told  Commodore  and  Atari 
readers  how  to  do  this,  owners  of  other 
machines  have  been  asking  for  equivalent 
routines.  Here  are  two  routines  for  the 
Apple  II  (DOS  3.3  and  ProDOSj;  ive've 
thrown  in  an  IBM  PC/PCjr  routine  for 
good  measure.  The  Apple  11  DOS  3.3  rou- 
tine is  listed  first. 

10  INPUT  "FILENAME:  " ; N$ 

20  P*  =  CHR*  (4>:  POKE  42954, 

0 
30  PRINT  P*;"DPEN  " ; Nt 
40  T  =  PEEK  (46530):  IF  T  <  > 
132  AND  T  <  >  4  THEN  PR  IN 

T  "ERROR:  "N*"  IS  NOT  A  BI 

NARY  FILE":  GOTO  90 
50  PRINT  P«;"REflD  " ; NS 
60  GET  AS,Bt,Ct,D*:  PRINT  P* 
70  PRINT  "rtODRESS:  ";  ASC  (A* 

)  +  256  »  ASC  (B*) 
80  PRINT  "LENGTH:  ";  ASC  (C«) 

+  256  »  ASC  <D«) 
90  PRINT  :  PRINT  P»; "CLOSE  "; 

NC 
100  POKE  42954,127 


COMPUTEI      December  1985 


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8     COMPUTE!     Decembat  1985 


Here  is  an  equivaletit  routine  for 
Apple  I!  machines  running  ProDOS: 

10    D*  =  CHRS  (4);  INPUT  "FILE 

NflME:  ";N* 
20  IF  LEN  !N«)  <  15  THEN  N$  = 

N»  +  "  ":  GOTO  15 
30  PRINT  DS; "PREFIX" 
40  INPUT  PN$ 
50  PRINT  D$;"DPEN  " ; PNt; " , TDI 

R" 
60  PRINT  D*;"READ  " ; PN« 
70  INPUT  Ft:  IF  MID*  (F«,2,15 

J  <  >  N»  THEN  70 
B0   PRINT  D«; "CLOSE  " ; PN* 
90    IF  MID*  {F*,1B,3)  <  >  "BIN 
"  THEN  PRINT  "ERROR:  "N«" 
IS  NOT  ft  BINARY  FILE":  END 
100  D  =  0:Ht  =  MID*  (F*,76,4) 
!  FOR  I  =  1  TO  4:H  =  flSC 
(  MID*  (F«,75  +  I,  IM  :D  -= 
D  «  16  +  H  -  48  -  7  «  tH 
>  57) :  NEXT 
110  PRINT  "ADDRESS:  ";D 
120  PRINT  "LENBTH:  ";  MID*  (F 
«,67,5! 

While  the  ProDOS  CATALOG  com- 
mand provides  the  same  information  as 
the  second  example,  this  program  also 
demonstrates  how  to  open  and  read  a  disk 
file  from  B,4SJC,  something  that's  not  im- 
mediately apparent  to  man\f  users.  The 
final  example  finds  starting  and  ending 
addresses  on  the  IBM  PC/PCjr: 

10    INPUT  "File  name"; A* 

20  OPEN  A*  FOR  INPUT  AS  «1 

30  IF  INPUT*  (1,1)  >:>  CHR*(253 

)  THEN  PRINT  "Error:  "A«"i 

s  not  a  binary  file":GOTO 

70 
40  PRINT:GQSUB  "jasPRINT  "Star 

ting  segment:  ";S 
50  GDSUB  90:PRINT  "Starting  a 

ddress:  ";S 
60  GDSUB  90:PRINT  "File  1 engt 

h:  ";S 
70  CLOSE  1 
80  END 
90  S=ASC(INPUT*(l, i> >+256»ASC 

(INPUT»(1, 1) ): RETURN 


Borrowing  ML  From  BASIC 

How  does  a  command  like  SYS 
49152,1000,A$(1)  work?  I  know  the 
SYS  command  calls  the  routine,  but 
how  do  you  make  SYS  use  the  number 
and  the  string  variable  after  49152? 

Tim  Pickett 

It's  usually  done  by  calling  the  same  rou- 
tines in  ROM  (Read  Only  Memory)  that 
BASIC  uses  to  accept  information.  Of 
course,  this  must  be  done  from  within  the 
ML  program  called  by  SYS.  Here's  a  short 
program  for  the  Commodore  64  that  shows 
one  way  to  handle  the  statement  you  men- 
tioned. You'll  need  a  machine  language 
assembler  to  type  it  in  (the  comments  after 
the  semicolons  are  optional): 

JSR    SAEFD  ;  Check  for  comma, 

JSR    SADSA  ;  Gel  numeric  expression. 

LDA  #S4E      ;  (Put  your 

JSR    $FFD2    ;  code  here.) 

JSR    SAEFD  ;  Check  second  comma. 


JSR    $AD9E  ;  Get  any  expression. 
BIT    SOD         ;  Check  string/numeric 
BPL   ERROR;  flag  in  SOD. 
LDA  #$53       ;  (Put  your 
JSR    SFFD2    ;  code  here.l 
RTS 
ERROR  LDX  #$16       ;  Output  TYPE 

JMP  SA437     ;  MISMATCH  ERROR. 

//  you  assemble  this  program  at 
49352,  it  accepts  the  statement  SYS 
49152,1000,A5(1),  printing  an  N  ivhen  it 
confirms  that  the  first  value  is  numeric 
and  S  when  it  determines  that  the  second 
value  is  a  string.  (Of  course,  a  ivorking 
program  would  do  something  more  useful 
than  print  N  and  S.)  As  long  as  you 
separate  the  expressions  with  commas, 
you  can  replace  the  number  with  any 
numeric  expression  (such  as  a  numeric 
variable)  and  substitute  any  string  expres- 
sion for  A$(2).  For  instance,  SYS 
49152,X,"HELLO"  is  also  acceptable. 

One  advantage  of  using  existing  rou- 
tines is  that  normal  error-handling  is  pre- 
served. This  example  detects  missing  or 
misplaced  parameters  as  loell  as  type  mis- 
match errors  (putting  a  string  value  where 
a  number  is  expected  or  vice  versa).  The 
ROM  routine  at  $AD8A  looks  for  a  nu- 
meric expression:  If  it  finds  a  string  in- 
stead, it  automatically  prints  an  error 
message  and  returns  control  to  BASIC. 
MD9E  IS  BASIC'S  all-purpose  evaluation 
routine:  It  accepts  any  expression  and  sets 
the  flag  in  location  SOD  to  show  whether 
it's  a  string  ($OD=$FF)  or  a  number 
($0D=0).  BASIC'S  general  error-handler 
(SA437)  prints  a  BASIC  error  message  de- 
termined by  what  value  the  X  register 
holds  when  it  is  called. 

Naturally,  it's  your  job  to  do  some- 
thing useful  with  the  information  once  it 
has  been  passed.  The  computer's  ROM 
contains  a  host  of  other  routines  that  can 
simplify  that  task  as  well.  You  may  find 
detailed  discussions  of  the  ROM  routines 
in  the  64  and  VIC-20  in  Tool  Kit:  BASIC 
and  Tool  Kit:  Kernal,  both  available  from 
COMPUTE!  Books.  Commented  listings 
for  the  64's  ROM  can  be  found  in  Anato- 
my of  the  Commodore  64,  available 
from  Abacus  Software.  ® 


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Raymond  J.  Hbrold  '     '  '  ' 
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Peter  M.  L.  Lottrup 

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In  presenting  some  of 
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-iOMPUTEl     December  1965 


The  Digital  Diet 

Staying  In  Shape  With  Your  Computer 


Selby  Batemon,  Features  Editor 


How  would  you  like  to 

have  your  own  diet  and 

exercise  coach,  someone 

to  encourage  you  to  lose 

those  extra  pounds,  to 

help  schedule  your 

personal  fitness 

program,  and  to  set  up 

a  sensible  eating  plan? 

A  growing  number  of 

software  companies  are 

taking  advantage  of  the 

computer's  interactive 

nature  to  provide  these 

coaches-on-a-disk. 


The  winter  months  and  holi- 
day season  are  at  hand,  the 
time  of  year  when  many  of 
us  tend  to  add  pounds  that  we've 
struggled  to  sweat  off  during  the 
summer.  We're  all  familiar  with  the 
drawbacks  of  being  overweight  and 
out  of  condition,  but  starting  anoth- 
er diet  or  an  exercise  routine  often 
seems  to  demand  too  much  self- 
discipline.  Calorie  counting  can  be 
a  numeric  nightmare.  And  setting 
up  a  training  schedule  means  read- 
ing more  books  and  articles  before 
getting  started. 

What  if  someone  else  took  care 
of  tallying  up  the  calories,  suggest- 
ed alternate  diets,  planned  a  per- 
sonalized workout  routine,  and 
even  offered  encouragement  during 
occasional  slips?  You  could  sit 
down  once  a  day,  answer  a  few 
questions,  and  record  your  pro- 
gress. Your  coach  would  handle  all 
the  tedious  calculations,  offering 
you  a  rich  variety  of  diet  options 
and  training  schedules.  Wouldn't 
that  be  easier? 

"I  wouldn't  want  to  use  the 
word  easy.  I  wouldn't  want  to  tell 
anybody  that  losing  weight  is  easy. 
It  isn't.  That's  why  people  need 


strong  tools,"  says  Dr.  Leighton 
Read,  designer  of  The  Original  Bos- 
ton Computer  Diet,  a  weight  loss 
and  diet  counseling  program  avail- 
able for  the  Commodore  64,  Apple 
II  series,  and  IBM  PC/PCjr 
computers. 

Read,  an  instructor  of  medicine 
at  Harvard  Medical  School  and  a 
practicing  internist,  is  involved 
with  decision  support  technologies, 
computer-assisted  research  on 
medical  decision-making.  His  med- 
ical and  computer  interests  con- 
vinced him  that  a  good  interactive 
computer-based  diet  program  could 
be  far  more  helpful  than  the  hun- 
dreds of  diet  books  on  the  market. 
He  was  also  concerned  about  the 
health  consequences  of  the  many 
fad  diets  promoted  today. 

"The  computer  can  do  the 
computations  and  the  bookkeep- 
ing, and  that's  a  big  help,"  he  says. 
"It  can  do  the  individualization 
which  a  diet  book  can't,  and  that's  a 
huge  help.  But  the  real  power  of  this 
new  medium,  for  the  developer,  is 
to  capture  people's  imagination  to 
keep  them  coming  back — because 
losing  weight  and  keeping  it  off  is  a 
long-term  issue." 

December  1985    COMPUTEI     ? 


^.■\,. 


Some  Historic  Breakthroughs 
DoNT  Take  As  Much  Explaining 

As  CompuServe. 


But  then,  some  historic 
breakthroughs  could  only 
take  you  from  the  cave  to 
the  tar  pits  and  back  again. 

CompuServe,  on  the  other  hand, 
makes  a  considerably  more  civilized 
contribution  to  your  life. 

It  turns  that  marvel  of  the  20th 
century  the  personal  computer,  into 
something  useful. 

Unlike  most  personal 
computer  products  you 
read  atout,  CompuServe 
is  an  infomiation  service. 
It  isn't  software,  it  isn't 
hardware.  And  you  don't  even  have 
to  know  a  thing  about  programming 
to  use  it.  You  subscribe  to  CompuServe 
— and  24  hours  a  day,  7  days  a  week, 
it  puts  a  universe  of  information, 
entertainment  and  communications 
right  at  your  fingertips. 

A  few  of  the  hundreds 
of  things  you  can  do  with 
CompuServe. 

COMMUNICATE 

EasyPlex'"  Electronic  Mail  lets  even 
beginners  compose,  edit,  send  and 
file  messages  the  first  time  they  get 
online,  it  puts  friends,  relatives  and 


business  associates — anywhere  in 
the  country — in  constant,  conven- 
ient touch. 

CB  Simulator  features 

72  channels  for  "talking" 

with  thousands  of  other 

enthusiastic  subscribers 

throughout  the  country 

and  Canada. The  chatter 

is  frequently  hilarious,  the  "handles" 

unforgettable,  and  the  friendships 

hard  and  fast. 

More  than  100  Forums  welcome 
your  participation  in  "discussions" 
on  all  sorts  of  topics.  There  are 
Forums  for  computer  owners, 
gourmet  cooks,  veterinarians,  pilots, 
golfers,  musicians,  you  name  it!  Also, 
Electronic  Conferencing  lets  busi- 
nesses put  heads  together  without 
anyone  having  to  leave  the  shop. 

Bulletin  Boards  let  you  "post" 
messages  where  thousands  will  see 
them.  You  can  use  our  National 
Bulletin  Board  or  the  specialized 
Bulletin  Boards  found  in  just  about 
every  Forum. 


HAVE  FUN 

Our  full  range  of  games  includes 
"You  Guessed  It!",  the  first  online 
TV-style  game  show  you  play  for  real 
prizes;  and  IVlegaWars  III,  offering  the 


ultimate  in  interactive  excitement. 
And  there  are  board,  parlor,  sports 
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or  against  other  subscribers 
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Movie  Reviews  keep  that  big 
night  at  the  movies  from  being  a 
five  star  mistake. 

SHOP 

THE  ELECTRONIC  IVfALL"  gives 
you  convenient,  24-hour-a-day 
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SAVE  ON  TRIPS 

Travelshoppers" 

lets  you  scan  flight 
availabilities  (on 
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airline  —  world- 
wide), find  airfare 
bargains  and  order 
tickets  right  on  your  computer 

Worldwide  Exchange  sets  you  up 
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or  whatever  it  takes  to  make  your  next 
vacation  a  vacation. 

A  to  Z  Travel/News  Service 

provides  the  latest  travel  news  plus 
complete  information  on  over  20,000 
hotels  worldwide. 


MAKE  PHI  BETA  KAPPA 

Grolier's  Academic  American 
Encyclopedia's  Electronic  Edition 

delivers  a  complete  set  of  encyclope- 
dias right  to  your  living 

j  room  just  in  time  for 

\  today's  homework.  It's 

j  continuously  updated . . . 

!  and  doesn't  take  an  incfi 

j  of  extra  shelf  space. 
The  College  Board,  operated  by  the 

'  College  Entrance  Examination 

;  Board,  gives  tips  on  preparing  for  the 
SAT,  choosing  a  college  and  getting 
financial  aid. 

KEEP  HEALTHY 

Healthnet  will  never  replace  a  real, 
live  doctor — but  it  is  an  excellent  and 
readily  available  source  of  health  and 
medical  information  for  the  public. 
Human  Sexuality  gives  the  civiliza- 
tion that  put  a  man  on  the  moon  an 
intelligent  alternative  to  the  daily 
"Advice  to  the  Lovelorn"  columns. 
Hundreds  turn  to  it  for  real  answers. 

BE  INFORMED 

'  All  the  latest  news  is  at  your 

fingertips.  Sources  include  the  AP 
news  wire  (covering  all  50  states  plus 
national  news),  the 
Washington  Post, 
USA  TODAY  Update, 
specialized  business 
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tions and  more.  You 
can  find  out  instantly  what  Congress 
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plete statistics  on  over  10,000  NYSE, 
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And  now  for  the 
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Although  CompuServe  makes  the 
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Here's  exactly  how 
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First,  relax. 

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In  fact,  if  you  know 
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Call  800-848-8199  (in  Ohio, 
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scription Kit  or  to  receive  more 
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Kits  are  also  available  in  computer 
stores,  electronic  equipment  outlets 
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puters and  modems  sold  today 

I    I  Please  send  me  additional  inforaiation.  ' 

□  Please  send  me  a  CompuServe  Subscription  Kit 
CD  I  am  enclosing  my  check  for  S39.95.  plus  $2.50 
handling.  (Add  sales  lax  ifdeiiverBd  in  Ohio.) 

Please  make  check  payable  to  CompuServe 
Information  Services,  Inc. 

n  Charge  this  to  my  VISA/MasterCard 

#- 


MAIL  TO: 


CompuServe' 


Customer  Service  OnJering  Dept. 
P.O.  Box  L-477 
I  Columbus,  Ohio  43260 


PRI-S1Z 


u 


An  H&R  Block  Connpafiy 

EasyPtex  and  ELECTRONtC  MALL  ne  trademarks  d  CompuServe, 

IncoiTOfaiiad  Traveishoppcf  is  a  service  mart  q\  TVtA, 


Dr.  Leighton  Read,  developer  of  The 
Original  Boston  Computer  Diet. 


To  accomplish  all  that.  Read 
developed  The  Origitml  Boston  Cofn- 
puter  Diet  with  dietician  Cris  Car- 
lin,  psychiatrist  Issac  Greenberg, 
and  obesity  specialist  Dr.  George 
Blackburn.  Together  they  used  the 
latest  information  on  dietetics,  be- 
havior modification,  and  obesity 
research. 

In  addition  to  food  reporting, 
meal  planning,  and  other  diet- 
ing techniques  in  The  Original 
Boston  Computer  Diet,  there  are  also 
the  counselors— George,  Amy,  and 
Shirley.  Each  has  a  different  per- 
sonality. You  choose  the  counselor 
you  want,  and  the  character  guides 
you  through  each  session,  offering 
suggestions,  warnings,  encourage- 
ment, and  even  disapproval. 

George,  for  instance,  reacts  in  a 
matter-of-fact,  straightforward  way. 
He  can  even  be  a  bit  stern  when 
you  don't  follow  your  plan.  Shirley 
is  breezy  and  freewheeling,  and 
Amy  is  the  sweet  counselor  who'll 
help  you,  but  never  hurt  your  feel- 
ings. Each  counselor  follows  the 
same  medical  and  dietary  guide- 
lines, but  they  give  different  kinds 
of  psychological  responses. 

"You  need  to  have  a  long-term 
compact  with  a  weight-control  pro- 
gram," says  Read.  "If  it's  dry  and 
uninteresting  and  strictly  a  calcula- 
tor, people  aren't  likely  to  have 
enough  exposure  to  it.  So  you  cap- 
26    COMPUTE]     December  1985 


ture  their  imagination  just  a  little 
bit,  get  them  engaged,  stimulate 
their  curiosity,  and  give  them  a 
sense  that  there's  a  reason  to  come 
back  to  the  computer." 

The  97-page  manual  includes 
readings  on  exercise,  junk  food,  diet 
drugs,  snacking,  eating  habits,  set- 
ting goals,  and  other  related  topics. 
A  second  booklet  contains  detailed 
instructions  on  food  reporting  and 
meal  planning.  A  database  in  the 
program,  containing  a  large  list  of 
foods  normally  eaten  by  Ameri- 
cans, has  room  for  you  to  add  up  to 
300  additional  foods  as  well.  De- 
signed for  people  who  want  to  lose 
10  to  40  pounds,  the  program  also 
tracks  and  graphs  the  dieter's  pro- 
gress. Only  one  person  can  use  the 
program  at  a  time,  but  a  second  set 
of  disks  is  available  for  $10. 

Based  on  the  success  of  The 
Original  Boston  Computer  Diet, 
Read  feels  that  he  and  other  devel- 
opers will  be  creating  many  more 
computer  packages  for  self- 
improvement,  including  programs 
for  exercising,  managing  stress,  and 
quitting  smoking. 


The  Original  Boston  Computer 
Diet  is  by  no  means  the 
only  program  of  its  kind  on 
the  market.  There  are  dozens  of 
other  packages  available  for  the 
more  than  80  million  Americans 
who  are  overweight.  They  range 
from  nutrition  education  programs 
for  children  to  sophisticated  track- 
ers for  adults  on  restricted  diets. 

One  of  the  most  popular  diet 
books  of  the  last  decade.  The  Com- 
plete Scarsdale  Medical  Diet,  has 
been  adapted  for  the  IBM  PC  and 
Apple  II  series.  It  uses  the  same 
Gourmet,  International,  Vegetari- 
an, Money-Saver,  and  Basic  diets 
found  in  the  book.  A  meal-planning 
calendar  helps  people  schedule 
their  eating  patterns.  After  users 
choose  their  menus,  the  program 
automatically  compiles  a  shopping 
list  for  one  or  more  people.  As  with 
the  Boston  Diet,  the  food  directory  is 
expandable.  And  the  Scarsdale 
package  also  analyzes  the  caloric 
and  nutritional  values  of  the 
menus,  offers  guidance  on  balanc- 
ing meals,  and  shows  comparisons 
among  different  foods. 


#    41    ^     #     «ft 


.4  good  day  on  The  Boston  Computer  Diet  and  this  screen 
figure  climbs  to  the  top  of  the  hill. 


EPYX 


A' 


#  If 


ftH    I 


■*nKf^i.V'i^''^KKc^M 


You've  joined  an  elite 
Rescue  Squadron,  flying  to 
the  hostile  planet  Fractalus 
to  confront  the  ruthless 
enemy  Jaggies  head  on. 
The  mission  is  a  treach- 
erous one  for,  as  everyone 
knows,  the  cyanitric  acid  atmosphere  on  Fractalus  is 
fetal  and  Jaggi  saucers  are  cunning.  You're  needed  to 
rescue  Ethercorps  pilots  shot  down  and  stranded  on 
that  brutal  planet,  and  to  help  lead  our  forces  to  victory 
...  for  the  merciless  Jaggi  onslaught  must  be  stopped 
to  preserve  the  future  of  our  galaxy. 

Rescue  on  Fractalus!  is  a  rescue  and  space  action 
game  with  realistic  3-D  flight  simulation.  You  pilot  your 
Valkyrie  Fighter  through  the  canyons  and  around  the 
mountain  peate  of  the  planet  Fractalus  to  rescue  fellow 

UcadlTm  Games.  Rejtui:  >m  FratLiJiis^,  and  dt  elements  n^tJit- jUrae  !antas>^  T."^  &  E  1&B5  Uiciifilm  Ltd. 


pilots,  do  battle  with  enemy  saucers  and  destroy  enemy 
gun  emplacements. 

We  supply  the  Long  Range  Scanner,  Dirac  Mirror 
Shield  and  Anti-Matter  Bubble  Torpedoes  ...  YOU 
supply  the  skill  and  guts!  Tlike  the  challenge:  The  perils 
of  Fractalus  await  you. 

CM/138  AMRl  APPLI 


Rescue  tm  Fractalus! 


1043  Kiel  Ct.,  Sunnyvale,  CA  94089 

Sti^egy  Games  for  the  Action-Game  Player 


(LFLl.  All  Rights  RcKrwd.  Epyx.  Int.  Auihortad  Uice  ®: 


■ftadeniJikurfKpyx,  ]n£. 


/ 


FOOD:   TUNA 

CANNED  IN  OIL.  DRAINED  SOLDS 
3  1/2  ozs  197.0  cols 

k-  .  

30    MIN.    MEDIUM    EXERCISE 


Exercise 

Badminton 

Basebcdl 

Squash 

Tennis,  i^nateur 

Volleyball 


Press   <JE  to  exit 


Cote  Used 


180-220 
160-200 
180-240 
180-220 
180-220 


A  screen  from  the  Scarsdale  Medical  Diet  showing  how 
much  exercise  it  would  take  to  work  off  a  specific  amount 
of  food. 

#     #    Jb     A     «l 


"This  highly  successful  diet 
can  be  custom-tailored  to  an  indi- 
vidual's lifestyle  and  fitness  goals," 
says  Kenzi  Sugihara,  director  of 
Bantam  Electronic  Publishing, 
which  sells  The  Complete  Scarsdale 
Medical  Diet.  "It's  an  interactive 
diet  management  system  that's  like 
having  one's  own  personal  diet 
counselor."  Bantam  Books  also 
published  the  paperback  version  of 
the  book,  which  is  included  with 
the  computer  program. 

Among  the  attractions  of  these 
programs  is  the  custom-tailoring 
which  Sugihara  mentions.  For  ex- 
ample, both  programs  ask  for  your 
current  weight,  height,  frame  size, 
and  sex  to  determine  your  ideal 
weight.  The  Original  Boston  Com- 
puter Diet  goes  even  further,  asking 
such  questions  as  how  much  you 
eat,  what  kinds  of  foods  you  eat, 
how  fast  you  eat,  and  so  on,  build- 
ing a  profile  of  your  habits.  And 
both  programs  have  help  screens  or 


information  windows  to  guide  nov- 
ice users. 

A  number  of  programs  are 
available  to  teach  children  the  fun- 
damentals of  nutrition.  The  ap- 
proaches are  as  varied  as  the 
number  of  packages.  For  instance, 
Nutrition  Express — designed  for 
youngsters  nine  years  or  older — 
uses  a  game  format.  Available  for 
the  Apple  II  series,  the  program 
guides  players  through  the  imagi- 
nary land  of  FodaFoda.  The  Fodars 
ask  questions  about  food  and  teach 
about  the  basic  food  groups. 

Published  by  the  Center  for 
Science  in  the  Public  Interest,  Nu- 
trition Express  teaches  children  to 
think  about  nutrition  as  they  make 
everyday  decisions  about  food. 
Consider  this  sample  question: 
"Beer  and  soda  ads  use  slim  and 
healthy  actors.  Do  you  think  the 
actors  got  that  way  by  drinking  beer 
or  soda  pop?" 

Another  nutrition  program  for 
children  is  Snackmonster:  A  Nib- 
bler's  Dilemma,  also  for  the  Apple  II 
series.  Commodore  64,  and  IBM 
PC/PCjr  computers.   This  educa- 


tional game  tempts  youngsters  with 
snacks.  If  they  choose  the  ones  with 
the  lowest  calorie  count,  they  win. 

The  Minnesota  Educational 
Computing  Consortium  (MECC) 
offers  Food  Facts  for  the  Commo- 
dore 64  and  Apple  II  series.  Food 
Facts  lists  the  refined  sugar  content 
of  64  breakfast  cereals,  the  ingredi- 
ents in  common  foods,  the  time  it 
takes  to  bum  off  calories  in  fast 
foods,  and  the  percentage  of  the 
federal  government's  recommend- 
ed daily  allowances  for  eight  nutri- 
ents in  64  common  foods. 

Taking  yet  another  approach, 
Wholebody  Health  Management 
publishes  Calorie  Calculation — 
Stress,  a  package  for  adults  that  de- 
termines the  number  of  calories  you 
need  and  also  helps  uncover 
sources  of  stress  in  hypothetical  sit- 
uations. Available  for  the  Commo- 
dore 64  and  Apple  II  series 
computers,  the  two  modules — 
dealing  with  calories  and  stress — 
can  be  purchased  together  or 
separately. 

Closely  related  to  computer 
diet  programs  are  exercise 
and  fitness  packages.  While 
still  outnumbered  by  the  diet  pro- 
grams, this  software  genre  shows  a 
strong  potential  for  growth  as  the 
packages  become  more  sophisticat- 
ed and  interactive. 

Avant-Garde's  Be  Your  Own 
Coach,  for  the  Commodore  64,  Ap- 
ple JI  series,  -and  IBM  computers, 
helps  joggers  keep  their  own  logs, 
whether  it's  just  a  couple  of  runs  a 
week  or  training  for  a  marathon. 
Developed  by  Robert  Lee  Smith,  a 
successful  marathon  runner,  triath- 
lete,  and  coach,  the  program  pro- 
duces 14  different  types  of 
workouts,  tailors  each  workout  to 
your  abilities,  and  prompts  you  to 
record  mileage,  speed,  heart  rate, 
weight,  and  even  your  feelings  after 
each  run.  The  software  also  graphs 
your  progress  and  can  forecast  pace 
and  mileage  progressions. 

MECA's  The  Running  Program, 
subtitled  "Your  Personal  Running 
Coach,"  tries  a  similar  angle.  It  was 
developed  by  noted  runner  and 
writer  James  Fixx  before  his  death. 
The  Running  Program  evaluates 
your   fitness   level,   sets   personal 


28     COMPOTEI      December  19B5 


WINTER  games:       ^ 
UEST  FOR  THE  GOLD  CONTINUES. 


You've  captured  the  gold  in  Summer 
Games®  and  Summer  Games  II™.  Now 
it's  on  to  the  Winter  Games\  And  what 
an  incredible  setting— a  completely 
realistic  winter  wonderland  featuring 
seven  action-packed  events. 

At  the  Ski  Jump  you  control  your 
form  in  mid-air,  knees  straight,  leaning 
forward.  Hot  Dog  Aerials  challenges 
your  courage  and  your  sense  of  humor. 
In  Figure  Skating  you  leap  into  Double 
and  TViple  Lutz  jumps— wow  the  crowd 
with  a  perfect  Camel  into  a  Sit  Spin. 
It's  timing  and  style  that  counts.  Free 
Skating  lets  you  choreograph  your  own 
routines.  In  Speed  Skating  it's  you 
against  a  fellow  speed  demon— the 
fastest  human  beings  on  level  earth! 
And  the  Bobsled— still  faster  as  you  fly 
around  hairpin  turns,  leaning  hard  to 
stay  in  the  tube.  Finally  the  Biathlon, 
the  ultimate  challenge  to  your  endur- 
ance in  cross-country  skiing  and 
marksmanship. 

All  of  this  fiin  and  excitement  is 
easy  to  learn  and  play.  You  control  the 


action  with  the  joystick,  animating  your 
player  for  style  and  rhythm.  You  choose 
the  country  you  want  to  represent. 
Listen  to  its  national  anthem.  Then  it's 
practice,  training  and  learning  a  win- 
ning strategy  for  each  event.  Now  the 
Opening  Ceremony  and  the  competi- 
tion begins— against  your  friends  or 
the  computer  Will  you  be  the  one  who 
takes  the  gold  at  the  Awards  Ceremony? 
Will  your  name  be  etched  amongst  the 
World  Record  holders.' 

The  quest  for  the  gold  continues... 
And  it's  all  here— the  strategy,  the 
challenge,  the  competition,  and 
pageantry  of  Winter  Games! 

tPPLi  MM  CM/118 

WmterCames  ^  ,.'  ►^ 


.Vii  piire)iiw  netiajiry.  Strtrpstjkcs 
end!  [)(C,  31,  IMS  ufficisl  nilo 
ivailabk  at  participatinBdcjlen 


1043  Kiel  Ct.,  Sunnyvale,  CA  94089 

SOstegy  Games  for  the  Action-Game  Player 


training  goals,  creates  day-by-day 
training  schedules,  records  and 
graphs  statistics,  and  predicts  your 
probable  performance  at  different 
race  distances.  It  is  available  for 
IBM  computers. 

As  with  the  diet  programs,  the 
interactivity  of  the  computer  gives  a 
more  personalized  approach  to 
training  and  recording  your  work- 
out efforts.  Training  schedules  can 
be  customized  and  are  easily  re- 
structured as  circumstances  change. 
Should  you  injure  yourself  or  find 
that  you're  overtraining,  it's  a  sim- 
ple matter  to  revise  the  schedules. 
In  fact,  both  Be  YourOivn  Coach  and 
The  Running  Program  offer  guid- 
ance when  such  problems  occur. 

The  popularity  of  aerobics  has 
been  captured  in  a  workout  pro- 
gram appropriately  called  Aerobics. 
Published  by  Spinnaker  Software 
for  the  Atari  and  Commodore  64 
computers.  Aerobics  is  an  overall 
fitness  program  with  a  variety  of 
difficulty  levels  and  a  choice  of  mu- 
sical backgrounds.  An  onscreen  in- 
structor takes  you  through  all  the 
exercises  to  the  accompaniment  of 
music.  Different  levels  and  intensi- 
ties of  aerobic  exercises  are  built 
into  the  program.  You  can  even 
choose  your  own  exercises  and  the 
order  in  which  you  want  to  do 
them. 

Finally,  for  the  busy  executive 
with  an  Apple  Il-series  computer. 
Monument  Computer  Service  pub- 
lishes Executive  Fitness.  Suggested 
exercises  are  shown  onscreen,  and 
harried  executives  can  follow  along 
at  their  own  pace. 

As  Tomputers  grow  more  pow- 
erful and  software  more  sophisti- 
'-ated,  diet  counselors  and  fitness 
coaches  on  disks  will  become  even 
more  helpful,  knowledgeable,  and 
interactive.  More  and  more  doctors, 
coaches,  and  other  health  profes- 
sionals are  discovering  that  com- 
puters can  become  amazingly 
helpful  instructors  and  guides.  But 
no  matter  what  the  goal,  says  Dr. 
Leightop  Read  most  of  the  effort 
has  to  come  from  vou.  "The  critical 
issue  is  the  motivation,  the  plan- 
ning, and  building  it  into  your  life," 
says  Read.  And  even  the  best  com- 
puters and  programs  can  go  only  so 
far  to  help  you  reach  those  goals. 

30     COMPUTE)      December  1985 


12;n:53a 


Soa  ape  on  das  38  of  sm  ■msun  to  incKase  mi'  taltiSi  to  3B 
MiIesAeeli. 

Voa  are  sclwJaleJ  to  ran  2,2  idles  todag, 
I     Mmkr.  goa  Bage  JecifeJ  to  cat  dow  Ig  5M  caloFies  pep  isa. 


fott  tefe  selected  the  «a«ise:  Banning-KB. 


1  l4  ■ . r' M L B .  11 1 J^'V IT KiFHTMuEV-nt ' . ^H  uvm liT 


Xflupjace  Has  08:48  motttes/wle. 

Vsa  'hofiti'  aktit       256  ulopies  Affinj  this  exeKise. 

!^^  he  saved  nth  tlU  leenl: 


H  -  Ui  this  net!  pecord 


P  -  gawe  soap  pecopded  eight  (fwsentlg  at  139.8) 

h  -  feck  up  nthOQt  addiD?        Pi6  -  letupB  to  the  Oaptep  Krectops 


A  training  log  from  The  Running  Program,  showing  the 
day,  the  distance,  the  calories  expended,  and  a  diet 
reminder. 


^     #     «l     #     #     # 


An  onscreen  instructor  guides  you  through 
exercises  in  Spinnaker's  Aerobics. 


TEMPLE  OF  APSH  Al  TRIIOGY 
BIGGER.  MEANER.  AND  RICHERTHAN  EVER. 


You  know  Temple  of  Apshai. 

The  classic.  Best-seller  for  over 
four  years. 

You  may  have  friends  trapped  forever 
in  its  dark  recesses. 

Players  have  dropped  from  sight  for 
weeks  at  a  time,  searching  for  the 
treasures  of  Apshai. 

Well  now  we've  raised  the  stakes. 

Introducing  the  new  Apshai  THlogy. 
The  comfimef/ wrath  of  the  world 
famous  Tfemple  of  Apshai®  Upper 
Reaches  of  Apshai®  and  Curse  of  Ra® 
All  on  a  single  disk.  TWelve  levels. 
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32     COMPUTEI      December  1985 


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X  ISN'T  VERY  PRODUCTIVE  IF 
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Americans  probably  drea'd'  no  day 
more  than  April  15:  income  tax  dead- 
line. For  many  people,  the  annual  tax 
filing  ritual  is  a  frustrating  exercise  in 
organizing  hundreds  of  scattered  fi- 
nancial records.  Even  if  you're  due  a 
refund,  it  still  means  hours  of  poring 
over  numbers  to  prove  it.  tioivever,  a 
growing  number  of  software  publishers 
are  offering  help  via  tax-preparation 
and  tax-planning  software. 


Filing  your  income  taxes 
seems  so  easy  when  you 
only  have  a  part-time  job  in 
high  school.  You  get  one  form  from 
your  employer,  write  a  few  figures 
on  the  short  form,  mail  it  in,  and  get 
back  a  check. 

When  you  first  start  working 
full  time,  it's  stiil  pretty  simple.  The 
short  form  suffices  for  a  few  years, 
since  you  haven't  yet  reached  a  tax 

36    COMPUTE!     December  1 985 


^' 


bracket  that  claims  very  much  of 
your  income.  But  your  salary  keeps 
inching  upward,  and  you  start  to 
see  the  percentages  shift.  Less  mon- 
ey for  you,  more  for  the  govern- 
ment. Unless  you  buy  a  house.  Or 
have  children.  Or  invest  in  tax  shel- 
ters like  Individual  Retirement  Ac- 
counts (IRAs). 

Whatever  your  situation, 
you've  probably  found  tax  prepara- 
tion more  troublesome  each  year. 
But  there  are  options.  You  can  buy 
books  prepared  by  experts  to  help 
you  legally  find  as  many  breaks  as 
possible  and  streamline  the  process 
of  filling  out  the  forms.  Or  you  can 
take  all  of  your  shoe  boxes  and  file 
folders  into  a  tax  service  and  pay 
them  a  fee  to  sort  through  it  all. 

Home  computer  software  of- 
fers another  alternative.  Help  with 
tax  preparation  and  planning  is 
available  in  three  different  formats. 
Some  personal   finance  programs 


contain  a  section  for  entering  tax 

information  that  can  be  tallied  at 
the  end  of  the  year.  Some  have 
companion  tax  programs  that  are 
integrated  with  the  main  package. 
And  a  few  stand-alone  products  are 
devoted  solely  to  income  tax 
preparation. 

There's  no  way  to  completely 
avoid  some  fundamental  under- 
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to  a  tax  service,  you  still  have  to 
know  what  information  your  pre- 
parer will  need.  And  all  through  the 
year,  you'll  need  to  keep  track  of 
pertinent  paperwork. 

A  computer,  however,  offers 
some  significant  advantages  over 
traditional  tax  preparation  meth- 
ods. For  example,  with  a  computer 
you  can  easily  ask  what  if?  Let's  say 
that  when  you  sat  down  to  do  your 
taxes  last  March,  you  found  that 
you  owed  $1,000  on  top  of  what 
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573  Market  Street,  San  Ftaaeisco,  CA 94105 

Oriho 

inforiviatton  services 


1 


MVM 


*  TAX  ESTIMATOR/Schedule  P/Farm  Income,  abridged  * 


7:15: 16p 


Part  I  -  Resale  Profits  (Losses) 
Prom  livestock:  323,000.00 

From  other  items  resold:        32,450.00 
Livestock  and  Produce  Raised  and  Other  Income 
Animals:  31,200.00 

Plants:  $500.00 

Other  farm  income:  $220.00 


Part  II  -  Parni  Deductions 

Labor,  machines,  fuel: 

Taxes,  shipping,  Insurance: 

Land/Crop/Animal  upkeep: 

Depreciation: 

Other  fstrm  expenses: 


$1,  120.00 
$500.00 

$3,000.00 
$102,00 
$708.00 


NET  FARM  INCOME  (LOSS) 


$21,940.00 


1  F2  -  Use  Budget  value  for  cursor  Item 
I  F3  -  Use  Budget  value  for  all  items 


A,  B,  C,  D,  E,  G,  W  -  Schedules 


F9  -  Return  to  Form  1040 


FIO 


Press  Escape  for  Help 


Leave  this  chapter 


Managing  Your  Money,  designed  by  financial  expert  Andrew  Tobias,  is  a  very  easy-to-use  personal  finance  package.  If  you  enter 
pertinent  financial  information  regularly,  it  can  help  determine  the  most  adva?iiageous  way  to  file  your  income  tax  return. 


Tax  programs  can  help  you  make 
sure  the  additional  payment  is  nec- 
essary by  suggesting  alternatives, 
and  by  re-figuring  the  taxes  as 
many  ways  as  are  legally  possible. 

For  example,  what  if  you 
income-average?  If  your  salary  took 
a  recent  dramatic  upswing  in  the 
last  year  but  you  have  no  more 
deductions  to  claim  than  you  did  a 
year  ago,  you're  likely  to  be  send- 
ing a  sizeable  check  in  with  your 
return.  Plus  you'll  be  charged  a 
penalty  for  underpaying  during  the 
year.  But  if  you  were  to  income- 
average,  you  could  end  up  getting 
money  back. 

How  about  tax-deductible  ex- 
penses? Did  you  move  in  the  last 
year;  have  unusually  large  medical 
bills;  or  buy  a  new  car  and  a  new 
house  and  pay  a  lot  of  interest?  Tax 
software  alerts  you  to  any  possible 
deductions. 

These  programs  can  also  re- 
mind you  of  income  that  must  be 
claimed  for  tax  purposes,  such  as 
capital  gains,  freelance  work,  or  in- 
come tax  refunds  from  the  previous 
year.  Again,  if  you're  familiar  with 
tax  laws,  you'll  know  these  things 
already.  If  you're  not,  you'll  learn. 
And  you  will  be  better  equipped  for 
the  next  tax  year. 

38     COMPUTE)     December  1985 


Income  tax  software  cannot  pre- 
vent the  annual  tax  preparation 
marathon  if  you  haven't  kept 
good  records  throughout  the  year. 
Many  personal  finance  software 
packages  offer  ongoing  accounting, 
making  it  much  simpler  to  gather 
the  necessary  information  when  it's 
tax  time.  Managing  Your  Money,  de- 
signed by  financial  expert  Andrew 
Tobias  for  the  Micro  Education 
Corporation  of  America,  has  that 
capability.  You  can  either  estimate 
your  annual  income  and  deduc- 
tions, or  pull  up  actual  figures  from 
elsewhere  in  the  program.  The  pro- 
gram suggests  different  tax  strate- 
gies to  try — like  filing  singly 
instead  of  jointly — and  can  figure 
and  refigure  your  taxes  in  seconds. 
It  also  prints  out  much  of  the  docu- 
mentation you'll  need  to  submit  to 
the  IRS. 

Your  Personal  Net  Worth,  from 
Scarborough  Systems,  and  Time- 
works'  Your  Personal  Financial 
Planner  (designed  in  consultation 
with  Sylvia  Porter)  have  similar 
features.  If  used  regularly  to  keep 
track  of  income  and  expenses,  a  few 
keystrokes  will  sort  out  necessary 
tax  information. 

Also,  some  publishers  offer 
companion  programs  to  their  per- 


sonal finance  software,  specific  tax 
programs  that  accept  information 
from  the  main  program  to  tally  taxes. 
Arrays,  Inc./Continental  Software 
publishes  The  Home  Accountant  for 
general  financial  tracking,  along  with 
The  Tax  Advantage,  for  computing 
tax  liability. 

Siviftax,  from  Timeworks,  is  a 
stand-alone  income  tax  preparation 
package.  It  guides  you  through  the 
process  and  tells  you  which  forms 
must  be  completed.  It  automatically 
checks  for  tax  alternatives,  and  calcu- 
lates the  lowest  possible  tax.  It  sup- 
ports the  most  commonlv  used 
schedules— A,  B,  C,  D,  W,  SE,  and 
Form  2441 — and  plugs  this  infor- 
mation into  your  Form  1040,  1040A, 
or  1040EZ.  And  when  you're  fin- 
ished, the  program  can  print  out 
directly  onto  tax  forms,  as  well  as 
printing  additional  necessary  infor- 
mation such  as  amortization  sched- 
ules. Timeworks  issues  an  annual 
updated  program  disk  for  Szuiflax, 
incorporating  revised  tax  law 
changes  and  tables. 

How  you  choose  to  prepare 
your  tax  returns  probably 
depends  on  a  number  of 
things.  If  you  have  only  one  source 
of  income,  no  dependents,  and  own 


Earth  will  be  destroyed  in  12  minutes 
to  make  way  for  a  hyperspace  bypass. 

Should  you  hitchhike  into  the  next  galaxy? 

Or  stay  and  drink  beer? 


Slip  the  disk  in  your  computer  and  suddenly  you  are 
Arthur  Dent,  the  dubious  hero  of  THE  HITCHHIKER'S 
GUIDE  TO  THE  GALAXY,!  side-splitting masterwork 
of  interactive  fiction  by  novelist  Douglas  Adams  and 
Infocom's  Steve  Meretzky.  And  eveiy  decision  you 


makeuillsha' 


ye  the  story's  outcome.  Suppose  for 


instance  you  decide  to  linger  in  the  pub.  You  simply 
type,  in  plain 

>DRINK  THE  BEER 

And  the  stoiy  responds: 

YOU  GET  DRUNK  AND  HAUE  A  TER- 
RIFIC TIME  FDR  TWELME  MINUTES* 
ARE  THE  LIFE  AND  SDUL  OF 
THE  PUBt  THEY  ALL 
CLAP  YOU  ON 
THE  BACK 


AND 
TELL  YOU 
NHAT  A  GREAT 
CHAP  YDU  ARE  AND 
THEN  THE  EARTH  GETS 
UNEXPECTEDLY  DEMOLISHED,  YOU 
WAKE  UP  WITH  A  HANGDUER  WHICH  LASTS 
FOR  ALL  ETERNITY.  YDU  HAUE  DIED. 
Suppose,  on  the  other  hand,  you  decide  to: 

>E;'   IT    Tl-lh     '■:   i  I..L   r!'..L     :-'i   !l        I    !-li:ii    L:L:    MClPT!" 

In  that  case  you'll  be  off  on  the  most  mind-bogglin; 
hilaiious  adventui-e  any  eaithling  ever  had. 

You  communicate -and  the  stoiy  responds -in  M 
sentences.  So  at  eveiy  turn,  you  have  litei-ally  thousands 
of  alternatives.  If  you  decide  it  might  be  wise,  for 
instance,  to  wrap  a  towel  ai'ound  youi'  head,  just  say  so: 


And  the  stoiy  responds: 

THE  RAMENDUS  BUGBLATTER  BEAST  OF 
TRAAL  IS  COMPLETELY  BEWILDERED. 
IT  IS  SO  DIM  IT  THINKS  IF  YOU  CAN'T 
ITj  IT  CAN  'T  SEE  YOU. 

Simply  staying  alive  from  one  zany  situa- 
tion to  the  next  wiU  requii'e  eveiy  proton  of 
puzzle  sohing  prowess  yom'  mere  mortal 
miiid  can  muster.  So  put  down 
that  beer  and  hitchhike 
down  to  yom- local 
software  store  today. 
Before  they  put  that 
bypass  in. 


Cnmt'!^  complc'ti'  with  IVril  Sen-^iitive 
Suirsj^lasfe-;.  a  Micrrtsci)])ic  Space  Fleet, 
a  DONT  PANIC  Button,  a  fatkajfe  of 
Multipurpose  FlulTand  orders  ftirthe 
destruction  ofyour  hnine  and  planet. 

inFocom 

For  more  information  call  1-800-262-6868.  Or  write  to  us 
Flnteracnwsaeffce  fiction  Moric- Trom  Iniaffllll'.""  ^'  ^ CambridgePark Drive,  CambridgB, MA 02140. 

®  ISK  InfommJiK.  THE  HITCHHIKERS  GUIDE  TOTHE  GALAXV  L< » tmlmrii  of  l>)ugk<  AAoni  PUNETFALL  STAKRCe^ 


PC/TaxCut,  from  Best  Programs  of  Alexandria,  Virginia,  can  be 
used  by  individuals,  professionals,  or  small  businesses  and  is  ca- 
pable of  handling  very  sophisticated  tax  forms.  First  introduced 
in  1982,  the  program  has  been  updated  annually.  PC  TaxCut 
can  be  used  as  a  stand-alone  tax  planniftg  and  preparation 
package  or  ivitb  Best's  personal  financial  management  system, 
PC/Professional  Finance  Program. 

Scarborough  Systems'  Your  Personal  Net  Worth  does  not  in- 
clude a  fixed  set  of  categories  for  financial  accounts.  Instead,  it 
lets  you  create  accounts  for  your  own  individual  expenses.  Each 
time  you  make  a  financial  transaction,  the  program  asks  if  you 
want  a  tax  record.  If  you  do,  it  records  the  relevant  parts  of  the 
transaction,  flagging  deductible  expenses  and  interest  on  loans. 
Your  Personal  Net  Worth  also  keeps  track  of  all  sales  tax  paid 
on  nondeductible  items.  When  tax  time  rolls  around,  the 
A  program  gives  you  totals  for  each  area  to  ease 

JF  the  burden  of  preparing  your  return. 


no  property  or  other  investments,  your  tax  calculations 
will  not  be  that  difficult.  Spending  $100  for  software  that 
you  will  use  once  may  not  be  money  spent  wisely. 

But  if  you're  at  the  point  where  expert  help  is 
necessary,  here  are  some  things  to  keep  in  mind  when 
looking  for  tax  software: 

•  Does  it  contain  all  the  forms  you'll  need  to  file?  Most 
programs  have  all  of  the  standard,  and  some  nonstan- 
dard, schedules.  But  if  the  program  is  missing  a  crucial 
one,  it  may  be  worthless  to  you. 

•  Can  it  print  directly  onto  legal  tax  forms?  Some  do, 
but  many  just  print  final  figures  onto  regular  paper, 
requiring  you  to  go  back  and  transfer  all  the  numbers  to 
a  form.  This  may  not  be  terribly  important  to  you,  but 
it's  a  nice  timesaver,  and  it  prevents  transcription  errors. 

•  Can  you  be  reasonably  sure  that  the  publisher  will 
supply  updates  over  the  next  few  years?  If  using 

software  for  your  taxes  is  just  an  experiment,  or  a 
temporary  measure  to  get  you  through  a  bad  year,  this 
isn't  so  vital.  But  if  you're  looking  for  a  permanent 
solution,  you'll  want  to  ascertain  that  the  software  will 
be  kept  current  as  laws  change. 

•  How  extensive  are  the  program's  what-if  capabili- 
ties? This  is  key  to  the  usefulness  of  a  tax  program.  A 
good  program  will  point  out  options  that  will,  if  possi- 
ble, lower  your  tax  bill. 

•  How  thorough  and  simple  is  the  documentation?  As 

with  any  complicated  software  package,  clear,  complete 
instructions  are  essential.  A  program  with  bad  docu- 
mentation may  actually  add  hours  to  the  time  it  would 
take  you  to  figure  your  taxes  by  hand.  Good  documenta- 
tion will  reinforce  its  software  by  alerting  you  to  tax  laws 
and  alternatives. 

•  Is  it  worth  the  expense?  Bottom  line.  If  you  don't 
expect  to  find  enough  hidden  refund  money  to  recover 
more  than  the  cost  of  the  package,  it  may  not  be  worth  it 
to  you  (unless  you  just  want  to  computerize  your  tax 
records). 

Though  these  programs  can  be  very  helpful  to 
consumers  in  completing  an  often  complicated 
annual  task,  they  can  be  quite  a  headache  for  the 
developers  and  publishers  who  must  insure  their  accu- 
racy. After  all,  these  software  packages  are  being  used  to 
compile  reports  made  to  federal  and  state  governments. 
Current,  legally  correct  information  is  essential. 

But  in  the  end  it's  your  name  on  the  form.  It  doesn't 
matter  to  the  Internal  Revenue  Service  how  a  return  is 
prepared,  only  that  it  is  correct.  "We  don't  take  any 
position  for  or  against  the  programs,"  says  Ernest  Acosta 
of  the  IRS.  "Like  with  anything  you  do  with  a  computer, 
the  information  that  goes  into  it  is  what  determines 
whether  it's  going  to  be  successful  or  not.  You  should 
remember  that  you're  the  one  who  signs  the  tax  return. 
Ultimately,  it's  your  responsibility  to  make  sure  it's 
correct. 

"On  the  whole,  they're  probably  a  good  idea  for 
people  who  know  how  to  use  them.  You  still  need  some 
tax  knowledge  to  go  through  and  know  exactly  what 
you're  being  asked  to  input.  It's  certainly  not  a  substitute 
for  following  the  instructions  and  keeping  good  records 
and  all  the  other  things  you  would  have  to  do  to  keep  up 
with  your  taxes."  @ 


40    COMPUTEI     December  1985 


Buy  Remember! 

And  get  another  J^A^nem 

DesigniWare" 

program 

absolutely  FREE!! 


Every  Student  Needs 
Remember! 

Remember!  is  a  revolutionary  learning 
tool.  In  fact,  it  couid  be  the  most  impor- 
tant software  program  any  high  school 
or  college  student  ever  buys.  Here's  why: 
You  can  use  Remember!  to  help  you 
study  almost  any  subject.  Plus,  it  actually 
teaches  valuable  learning  and  memory 
techniques  that  can  be  applied  to  any 
subject,  anytime. 

Get  Your  Free  DeslgnWare  Program. 

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from  your  favorite  software  dealer  (Don't 
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and  mail  in  the  coupon  below. 


OirnMlMrt 

P™n   but  ton   t-o   ro  *-ot   *  bojt  or   10 

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Stutfu       Hints       a*t»       H«U       Print 

There's  nothing  else  rike  it. 

■  It's  so  powerful,  it  may  be  the  one  pro- 
gram that  gets  you  to  go  out  and  buy 
your  first  computer. 

■  It's  so  easy  you'll  be  learning  with  i! 
in  minutes. 

■  it's  the  first  program  that  uses  proven 
memory  techniques  to  help  students 
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■  Lets  you  enter  pictorial,  auditory  or 
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■  Includes  special  character  sets  for 
foreign  languages,  chemistry  and 
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range  of  subjects. 

Aval lable  for  Apple'^  lie,  lie,  II+, 
IBM®  PC,  PCjr  and  Commodore  64" 
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What  the  critics  are  saying 
about  Remember! 

For  starters.  Remember!  has  already 
won  awards-within  the  first  six  months 
of  its  introduction. 

CertirisdbyNEA 

NBtlonal  Education  Association 

Critics'  Choice  Award 

Outstanding  innovatlva  Application 

1965,  Family  Computing 

What  everyone's  saying  about 
Remember! 

1  walched  my  tentti  grader  sit  down  wllh  your 
program  Remambsri  and  actually  master  Latin 
endings  he  has  been  stumbling  overall  semester!' 
-  SueEflenSchlitzei 
Parent,  Fan  Won/i,  Texas 

"Rsmambarl  is  uncommonly  user-friendiy  The 
demo  nsl  ration  prog  ram  is  thorough  and  informalive 
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ftamembert  includes  several  study 
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Free  DesignWare  Program! 


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D  I  purchased  Remambar!  from 

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owner  registration  card  from  inside  the 
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n  The  Grammar  Exaniiner'"(a9es  10  toadull) 
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1985 


BALIO 


Joseph  Russ 

Catch  as  many  balloons  as  you  can — 
but  be  careful  not  to  fad  off  your 
skateboard.  This  whimsical  game  zvas 
originally  written  for  Atari  computers 
with  at  least  16K  RAM.  We've  added 
versions  for  the  Apple  II  series,  Com- 
modore 64,  IBM  PC  (with  color/ 
graphics  adapter  and  BASICA),  IBM 
PCjr  (tuith  Cartridge  BASIC),  and  TI- 
99/4A  (with  Extended  BASIC).  The 
64,  IBM,  and  Atari  versions  require  a 
joystick.  A  joystick  is  optional  with 
the  TI  version.  The  Atari  and  Apple 
versions  can  also  be  played  with 
paddles. 


"Balloon  Crazy"  is  a  game  that  chil- 
dren can  enjoy,  yet  its  higher  levels 
are  a  challenge  for  adults.  The  goal 
is  simple:  You  must  zip  back  and 
forth  across  the  screen  on  a  skate- 
board while  catching  falling  bal- 
loons on  top  of  your  head.  Since 
some  of  the  balloons  fall  very  fast, 
that's  not  as  easy  as  it  sounds.  After 
you've  caught  enough  balloons  (six 
in  most  versions),  you  can  reach  up 
to  pop  them,  then  catch  some  more. 
If  you  miss  just  one,  you  lose  all  the 
balloons  currently  in  your  posses- 
sion. 

Type  in  Balloon  Crazy  from 
the  listing  for  your  computer,  then 
save  a  copy  of  the  program  before 
you  try  to  run  it.  Every  version  of 
the  game  is  similar,  so  be  sure  to 
read  the  general  game  rules  before 
referring  to  the  specific  notes  for 
your  computer. 

Oodles  Of  Balloons 

Each  game  begins  by  displaying 
several  rows  of  multicolored  bal- 
loons at  the  top  of  the  screen. 
You  are  the  skateboarder  at  the 
bottom.  When  a  balloon  begins  to 
fall,  move  directly  under  it  and 
catch  it  on  your  head.  The  blue  J 
balloons  fall  slowly,  which  makes 

42     COMPUTei     December  1985  /  ' 


RAZY 


them  easy  to  catch  (  but  worth  the 
fewest  points).  The  green  balloons 
fall  faster,  but  swiftest  of  all  are  the 
red  balloons.  As  soon  as  you  snare 
a  balloon,  it  joins  the  pile  on  top  of 
your  head. 

Should  you  miss  a  balloon, 
you  immediately  fall  off  the  skate- 
board. All  the  balloons  on  your 
head  fall  and  pop.  Points  are  scored 
only  when  you  have  caught  the 
required  number  of  balloons.  You 
have  three  players  to  work  with  in 
each  game:  Falling  off  the  skate- 
board costs  you  one  player.  Clear- 
ing all  the  balloons  from  a  screen 
permits  you  to  advance  to  the  next 
level — where  everything  becomes 
more  difficult.  Bonuses  are  award- 
ed at  appropriate  intervals,  and  you 
can  earn  an  extra  player  by  scoring 
1,000  points. 

Though  the  balloons  become 
harder  to  catch  at  higher  levels,  you 
are  never  helpless  to  prevent  them 
from  hitting  the  ground.  Should  a 
balloon  miss  the  top  of  the  pile,  you 
can  bounce  it  back  into  the  air  by 
holding  down  the  fire  button  (or 
the  space  bar  in  some  versions)  and 
running  into  it.  The  balloon  will 
then  float  back  into  the  air,  and  you 
may  try  to  catch  it  again. 

Atari  Version 

Balloon  Crazy  (Program  1)  runs  on 
any  Atari  computer  with  at  least 
16K  RAM  (or  24K  for  disk).  Plug  a 
joystick  into  port  1  before  you  run 
the  game,  and  press  START  to  be- 
gin. At  the  first  level,  you  score  5 
points  for  each  green  balloon,  10 
for  blue,  and  15  for  red.  These  val- 

i  j^ues  are  multiplied  at  higher  levels. 

^y"  A  bonus  player  is  awarded  when 
you  reach  1,000  points  and  at  inter- 
vals thereafter.  Move  left  and  right 
with  the  joystick,  and  press  the 
fire  button  when  you  want  to 
hit  a  balloon.  You  must  hit 


@.;©i©;;©*^ 


fl-l- 


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When  we  reteased  KAMPFGRUPPE™  in 
Febniary  1985,  we  knew  we  had  created 
one  of  the  tjest  tactical  tank  battie  games 
ever.  How  couid  we  do  any  iess  with 
the  care,  the  detail,  the  features  we  put 
into  this  comptiter  simulation  of  Eastern 
Front  armored  warfare. 

As  much  success  as  we  had  predicted 
(or  KAMPFGRUPPE,  we  were  not  pre- 
pared for  th«  overwhelming  enthusiasm 
from  the  thousands  of  pmers  that  played 
it.  Our  customer  response  cards  for 
KAMPFGRUPPE  are  invariably  filled  with 
words  of  praise  and  thanks.  On  a  scale 
of  9,  it  has  consistently  been  ranked 
in  the  6's  for  playability,  realism,  and 
excitement. 

Even  the  experts  agree.  The  April/May 
1985  issue  of  Cgmputir  Ginilig  Wirld 
called  KAf»1PFGRUPPE  "a  truly  superior 
game,"  And  in  the  Aug./Sept.  issue, 
CGW's  reader  survey  placed  H  as  the 
highest  rated  wargame  ever  in  the  his- 
tory of  the  magazinel 


Not  one  to  rest  on  our  laurels,  we've 
j'usl  released  MECH  BRIGADE™,  the  defin- 
itive simulation  of  Soviet- NATO  armored 
combat.  It  lets  yon  engage  in  tank 
warfare  ol  the  1990's,  using  the  latest, 
laser-guided,  missile-armetf  juggernauts 
such  as  the  Abrams  M-1  and  the  T-80. 
Attack  helicopters  are  also  included. 

From  all  preliminary  Indications, 
the  same  greatness  and  gratitude  be- 
stowed on  KAMPFGRUPPE  is  deslined  lor 
MECH  BRIGADE. 


So  what  are  you  waiting  for?  Rush  on 
down  to  the  nearest  computer/software 
or  game  slore  and  check  out  these  two 
great  tactical  games  today! 

You  can  (hank  us  later. 

If  there  are  no  convenient  stores  near 
you,  VISA  &  M/C  holders  can  order  these 
$59.95  games  direct  by  calling  BOO -227- 
1617, 1 33  5  (till  Ine],  In  California,  800- 
772-3545,  x335. 

Please  specify  computer  fomiat  and 
add  S2.00  for  shipping  and  handling. 


To  order  by  mail,  send  your  check  to: 
Strategic  Simulations,  Inc.,  883  Stieriin 
Road.  A-200,  Mountain  View,  CA  94043. 
(California  residents,  add  7%  sales  tax.) 
All  our  games  carry  a  "M-^ay  satisfactton 
or  your  money  back"  guarantee. 

WfllTE  FOn  A  FREE  COLOR  CATALOG  OF 
All  OUR  6AMES  TODAY. 
UHPf  MUFfE  it  M  liikitti  far  UK  APPLE  II*  w1«, 
ATARI'  Ian  ciBMln.  »'  IM  CONMDDDIIE  G47 
■ECU  IIIUUE  li  H  iiiktlli  fir  APPLE  lit  (-94. 

APPLE,  ATARI,  and  COMMODORE  64  are  Irads- 
marks  ol  Apple  Conpuler,  Inc,  Alari.  Inc.,  and 
CommodoiB  Electronics,  Ltd..  respectivejy. 


KAMPFGHUrrE  lii  MECH  BRIGADE  nhtHla  wltt  ctirti  lU  ib|nm  li  di)l|lrt  tti  wmtmr,      STRATEQic  siMULAnONS.  inc. 


ANNOUNCING  THE 
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TURN  PAGE  FOR  MORE  INFORMATION  ON  T. 
SOFTWARE  SPECTACULAR.  — 

®  1985  SSC,  One  Kendall  SqUiire,CambriilKi-,M  A  021 39.  All  righls  rescncd.  'rillei  arailibL-on  mmipopular  hiiimconipuicrs.  Spelling  Syfi- 
warcderelupo!  hv  Houghton  Mifflin  Companv,  publishen  of  ihe  AmmcanHmtagt  Diciienarf. 

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Software  Corp. 


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[SEE  PREVIOUS  PAGE] 

HERE'S  HOW  YOUR 

FAMILY  CAN 

PARTICIPATE  IN 

REMEMBER,  TO  RECEIVE  A  FREE 
PRODUCT  YOU  MUST  PURCHASE 
ANY  THREE  TITLES  FROM  THE  PAR- 
TICIPATING BRANDS  (IN  A^fY  COMBI- 
NATION) AND  MAIL  YOUR  ENTRY  NO 
LATER  THAN  JANUARY  31, 1987. 

1.  Siart  by  saving  the  receipt(s)  from  your  soft- 
ware program  purchases.  (It  is  not  necessary 
for  software  purchases  to  appesr  on  one 
receipt.  Photocopies  of  the  receipt(s)  are  ac- 
cepted. Receipts  must  be  dated  BETWEEN 
JULY  1, 1985,  AND  JANUARY  31, 1987.) 

2.  Cut  the  proof-of-purchase  tab  from  each  of 
the  three  user  manuals  that  come  with  the 
programs.  (Photocopies  not  accepted.) 

3 .  Attach  the  purchase  recelpt(s)  and  the  three 
original  proof-of-purchase  tabs  to  one  sepa- 
rate sheet  of  paper. 

4.  Fill  in  the  form  below  and  place  the  com- 
pleted form  in  an  envelope  with: 

a.  A  sheet  of  paper  with  three  original 
proof-of-purchase  tabs  and  your 
purchase  receipt(s) 

b.  A  check  or  money  order  for  S3 .  50  to 
cover  postage  and  handling.  (Canada 
residents  please  send  S5 .  00  for  postage 
and  handling.) 

Make  check  payable  to  THE  FAMILY 

SOFTWARE  SPECTACULARandmail 

envelope  to: 

THE  FAMILY  SOFTWARE 

SPECTACULAR 

P.O.Box  1327, Cambridge.MA  02238 


ORDER  FORM 

To  receive  your  free  program,  this  form  must  be 
filled  out  completely.  Please  print. 

Free  Product  Chosen : 

Title,'Brand 

Computer'Model 


.MAKE  SL'RETHE  PRODUCT  YOU  CHOOSE  l.S 
AVAILABLE  ON  THE  CO.MPUTER  SYSTEM 
YOU  HAVE  SELECTED. 

Name 


Addrw 

Cifv 

^.fite 

7ip 

TITLES  PURCHASED 

■> 

1 

1 

BRANDS 

DATE  OF  PURCHASE 

I 

2._ 
3._ 

Allow  6-8  wKks  fordelivery  of  your  free  software  program . 
Note:  All  rEceipis  and  envelope  postmark  must  be  dated 
prior  10  Jinuar>'  31,1 987.  Offer  good  in  the  US  and  Canada 
only.  Void  where  taxed,  leslriaed  or  prohibited  by  law. 


the  balloon  with  the  player's  arm. 
Since  the  player  has  a  limited  reach, 
be  careful  not  to  knock  a  balloon 
completely  away. 

This  game  requires  only  hori- 
zontal movement,  so  you  might 
find  it  easier  to  use  a  paddle  instead 
of  a  joystick.  If  you  have  a  set  of 
paddle  controllers,  plug  them  into 
port  1  and  make  the  following 
modificahon: 

500  S=STICK (0) : PP=255-PAD 

DLE(0):POKE  53248, PP: 

RETURN 

1020  IF  PTRI6(0)=0  THEN  I 

F  ABS CBY-1 78) <3  THEN 

1  040 

Commodore  64  Version 

The  64  version  of  Balloon  Crazy 
(Program  2)  is  written  completely 
in  machine  language,  and  must  be 
typed  in  with  "The  New  MLX  for 
Commodore  64"  machine  language 
entry  program  found  elsewhere  in 
this  issue.  Be  sure  to  read  the  in- 
structions for  using  MLX  carefully 
before  you  start.  You'll  need  to  read 
the  MLX  article  even  if  you've  used 
the  old  version  of  MLX  many  times 
in  the  past,  since  this  is  a  complete- 
ly new  version.  No  previous  version 
of  MLX  can  be  used  to  enter  the  data 
from  Program  2.  After  you  finish 
entering  the  game,  be  sure  to  save  a 
copy  of  the  game  before  you  play  it. 
Here  are  the  starting  and  ending 
addresses  required  for  MLX: 

Starting  address;  COOO 
Ending  address;  C81F 

Plug  a  joystick  into  port  2,  then 
load  Balloon  Crazy  with: 
LOAD  "name",8,l  for  disk 
or 
LOAD  "name",l,l  for  tape 

(replace  name  with  the  filename 
used  when  you  saved  the  program). 
Then  tvpe  SYS  49152  and  press 
RETURN. 

You  must  collect  six  balloons 
on  your  head  in  order  to  score 
points,  Blue,  green,  and  red  bal- 
loons are  worth  10,  20,  and  30 
points,  respectively.  Use  the  joy- 
stick to  move  left  and  right,  and 
press  the  fire  button  when  you  have 
missed  a  balloon  and  wish  to 
bounce  it  upward.  You  must  hit  the 
balloon  with  the  upper  part  of  the 
player's  body.  Note  that  the  player 
can  wrap  around  from  one  side  of 
the  screen  to  the  other,  but  the  bal- 
loons cannot.  As  a  bonus,  you  are 


Little  Ptople  Inside 
Your  Computer: 

How  To 
Make  Contact 

We've  known  for  some  time  that  small 
human-like  beings  live  inside  your  com- 
puter. No  news  there.  What  is  news  is  that 
Acti  vision  scientists— the  same  crack 
research  team  that  first  made  contact  with 
the  little  guys— have  now  made  it  possible 
for  Commodore  64/128  and  Apple  H 
series  owners  to  meet  the  inhabitants  of 
their  computers. 

Yes,  the  most  amazing  scientific  quest 
of  modem  times  can  now  be  duplicated 
in  the  comfort  of  your  own  home,  thanks 
to  The  Activision  Little  Computer  People 
Discovery  Kit.'"  But  first,  for  those  who've 
been  vacationing  on  Mars,  a  little  more 
background. 

Little  Computer  People  [LCP),  of 
course,  are  the  ones  responsible  for  that 
thousand-digit  error  in  your  phone  bill, 
for  that  police  officer  mistakenly  believing 
you  haven't  paid  your  parking  tickets, 
for  the  syntax  errors  you  get  back  after 
you've  fed  your  computer  a  perfectly  good 
piece  of  code. 

Turns  out,  the  little  folk  only  cause 
all  that  mischief  because  they  feel  neglected. 
Treated  properly,  they're  as  pleasant  and 
sociable  as  you  or  me. 

Thanks  to  the  revolutionary 
"house-on-a-disk"  perfected  by 
Activision  scienfists,  LCP  can  now  be 
lured  out  of  the  circuit  boards  and  into 
the  light  of  day.  And  fascinating  things 
are  being  learned. 

They  seem  to  have  quite  a  bit  to 
say.  They'll  tap  on  the  inside  of  your  monitor 
screen  until  they  get  your  attenfion,  then 
pound  out  messages  on  their  typewriters. 
They  also  enjoy  playing  songs,  dancing 
and  playing  card  games. 

Though  they  share  many  common 
traits,  the  little  folk  are  as  individual  as 
Big  Regular  People  (BRP).  Consequently, 
Activision  researchers  consider  it  vital 
that  as  many  computer  owners  as  possible 
use  The  Activision  Little  Computer  People 
Discovery  Kit  to  meet  as  many  LCP  as 
possible.  The  Discovery  Kit  includes 
The  Little  Computer  People™  House- 
On-A-Disk™  Research  Software  that  is 
guaranteed  to  lure  out  an  LCP;  the  computer 
owner's  guide  to  the  care  of,  and  com- 
munication with.  Little  Computer  People; 
deed  of  ownership  for  the  House-On- 
A-Disk;  and  a  special  edition  of  Modem 
Computer  People  magazine— all  the 
tools  needed  for  observation,  interaction, 
communication  and,  perhaps,  a  meaningful 
reladonship. 

We  recommend  that  you  join  the 
quest  immediately.  Unless  you  like 
being  the  victim  of  all  those  "computer 


errors. 


'  1^85  Activision,  Inc. 


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awarded  an  extra  player  after  com- 
pleting level  5. 

Apple  Version 

Apple  II  Balloon  Crazy  (Program  3) 
runs  on  Apple  Il-series  computers 
with  either  DOS  3.3  or  ProDOS. 
The  listing  must  be  entered  using 
COMPUTE!'s  "Apple  MLX"  machine 
language  editor  program  found 
elsewhere  in  this  issue.  Be  sure  you 
understand  the  instructions  for 
using  Apple  MLX  before  entering 
the  data  for  Balloon  Crazy.  The 
MLX  starting  and  ending  addresses 
for  the  game  are: 

Starting  address:  8000 
Ending  address;  8D97 

After  you've  entered  the  game  and 
saved  a  copy,  start  the  game  by 
entering: 
BR  UN  "name" 

where  name  is  the  filename  you 
used  when  you  saved  Balloon 
Crazy. 

You  can  play  the  game  with  a 
paddle  on  any  Apple  II  computer: 
Move  the  paddle  to  control  the 
player,  and  press  the  paddle  button 
to  bounce  the  balloon  upward.  Al- 
ternatively, keyboard  controls  can 
be  used  on  the  Apple  lie  and  Apple 
lie:  press  the  open-Apple  key  to 
move  left,  the  closed-Apple  key  to 
move  right,  and  the  space  bar  to 
bounce. 

Four  balloons  must  be  collect- 
ed to  score  points.  If  you  miss  a 
balloon  completely,  all  the  balloons 
on  your  head  drift  off  into  space 
and  disappear.  There  are  nine  game 
levels.  Red  balloons  do  not  appear 
until  the  second  level,  but  each 
higher  level  contains  more  red  bal- 
loons. You  may  pause  the  game  by 
pressing  RETURN;  resume  play  by 
pressing  the  space  bar. 

IBM  PC/PCjr  Version 

IBM  PC/PCjr  Balloon  Crazy  (Pro- 
gram 4)  requires  a  joystick  and 
BASICA  (if  you  have  a  PC)  or  Car- 
tridge BASIC  (PCjr).  You  may  want 
to  unlock  the  horizontal  axis  of  the 
joystick.  Before  the  game  begins, 
you  have  an  opportunity  to  adjust 
the  joystick  if  needed:  Press  Y  when 
prompted  and  follow  the  instruc- 
tions on  the  screen.  In  this  version, 
all  balloons  are  red  and  are  worth 
the  same  number  of  points. 

The  number  of  balloons  you 
need  to  catch  depends  on  how 
many  rows  of  balloons  are  left  on 


the  screen:  Only  three  are  required 

at  first,  but  this  number  increases 
each  time  you  clear  an  entire  row  of 
balloons.  When  clearing  the  top 
row  of  balloons,  you  must  catch 
seven  balloons  to  score.  There  is  no 
way  to  bounce  a  missed  balloon 
back  into  play.  After  clearing  an 
entire  screen  of  balloons,  you  may 
advance  to  the  next  screen. 

Your  final  score  reflects  the 
number  of  balloons  caught  (no  bo- 
nus is  awarded).  You  may  adjust 
the  difficulty  of  the  game  by  chang- 
ing the  statement  DF=10  in  line 
120.  The  variable  DF  controls  how 
close  you  must  be  to  a  balloon  to 
catch  it.  Changing  DF  to  a  higher 
value  makes  the  game  easier,  and 
decreasing  it  makes  the  game  more 
difficult. 

T1-99/4A  Version 

Balloon  Crazy  for  the  TI  (Program 
5)  requires  Extended  BASIC  and  is 
played  with  either  keyboard  con- 
trols or  a  joystick.  Press  the  S  key  to 
move  left  and  the  D  key  to  move 
right.  You  cannot  bounce  a  balloon 
back  up  after  missing  it.  When  you 
catch  a  balloon,  it  turns  the  same 
color  as  the  player  and  immediately 
increases  your  score.  At  higher  lev- 
els, the  balloons  fall  faster  and  are 
worth  more  points.  The  game  ends 
when  you  have  lost  all  three  players. 

Program  1 :  Atari  Balfoon 
Crazy 

For  instnjctions  on  entering  this  listing,  please 
refer  to  ■'COMPUTEI's  Guide  to  Typing  In 
Programs"  published  bimonthly  in  COMPUTE!. 


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Davidson  is 

%i,i,ai 

in  Edocntioii 


For  math,  speed  reading,  spelling  and  vocabulary. 
Davidson's  award  winning  software  outsells  all  ottws. 
Why?  Because  enough  p©)pte  dioose  to  twy  the 
educational  software  tf53t  vmit%. 

MATH  BLASTER  makes  it  more  fun  to  add, 
subtract,  muitipty,  divide,  and  iearn  fractions,  decimals 
and  paranls.  Rrst  through  si)dh 
©•atks  masts'  600  math  facte  with 
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CO 


OB  599 

GO  600 


la  610 

lA  999 

NX  100  0 

10  1002 
KL  100S 


LB  1009 

tit  1  0  1  0 

IL  1019 

tfJ  1020 


REM  PO 

FDR  S  = 

: SOUND 

1,  16, 

SOUND 

,0,0,0 

REM  CH 

ON 

PEK-P 

EK  =  0 

GOTO 

FDR  I 

-5:  SO 

ND  1  , 

SOUND 

1,0,0 

REM  D 

HEAD? 

IF  BY 

H  +  BB, 

-1  1  !  B 

H+1 !  e 

R/3) 
REM  D 
OON? 


PPING  SOUND 
15  TO  0  STEP  ~1 
0, 15, 0, S: SOUND 
0,S:NEXT  S 
0, 0,0, 0:SOUND  1 
: RETURN 
ECK  FOR  COLLISI 

EEK (53261 > : IF  P 

THEN  RETURN 

1010 

=25  TO  10  STEP 

UND  0, I , 4, S: SOU 

1*2, 2, 8:NEXT  I : 

0,0,0,0: SOUND 
, 0: RETURN 
ID  BALLDON  HIT 

-BB<3  THEN  PM« ( 
P0+BB) =B»: BB=BB 
AL=BAL-1 : BOH-BO 
AL (BOH) =C ( I-l , B 
POP  sBDTO  60 
ID  ARM  HIT  BALL 


IF  STRIB(0) =0 

F  ABS (BY-17S) < 

1040 

Pri030  A  =  A+  (  (  A>PP)  -  <  A 

*3:P0KE  53249, 

URN 

T  THE 

{P<=P 

TD  SL 

500:  S 

ri«  (PI 

5324 

PP)  -  ( 

ND  P< 

1  )  =0) 

UND  0 

P  :  GO 
ISSED 


m  1040 

Al  1050 

PE  1060 

OB  1070 

ED  1499 

FN  1500 

BE  1510 


00  1520 
PH  1530 
ED  1540 


OE  1550 

*[.  1560 

if  1  999 

.'S  2000 


PC, 1 : RET 
P=A: IF  HI 
+( (P>PP) - 
FOR  K-BY 
-3: GOSUB 
,K, 10, 8; P 
) =B«: POKE 
P=P+ ( { (P> 
) » (P>65  A 
PEEK (5326 

PC,  1 
NEXT  K:SO 
:HIT=l ; PO 
REM  MAN  M 
ON 

PM»(Pl+BY 
=  N« 

PMS (PM, PB 
PM« (P0+19 
POKE  5325 
1=200  TO 
SOUND  0, I 
I 

SOUND  0,0 
<1  THEN  1 
FOR  I=15B 

-1 1 :FaR 
PMt (P0+J, 
:NEXT  J:P 
J+1 2) "POB 
!FOR  K=l 
: PM* (P0+J 
«:NEXT  1 
FOR  1=1  T 
I:PDKE  53 

32: PLOT 

0,0,0,0 
PMt (PT.PB 
3248, PP: B 
: PF  =  120: R 
REM  FOP  B 

TALLY  PO 
IF  BOH< 1 


THEN  1 
3  THEN 

■:=PP)  ) 
A: POKE 

N  P"PP 
P)  )  |;3 
STEP 
DUND  0 
+K, F+K 
9,P 
P<=PP) 
200) t ( 
) : POKE 

,0,0,0 

TO  4  0 
BALLD 


, Pl+BY+100) 


)  =P*  ( 
0,  PB) 
0,  PP- 
0  STE 
,  2,  10 

,0,0: 
550 

TO  B 
J  =  I  T 
P0  +  J  + 
M»  (P0 
«:  EDS 
TO  9 
,  P0  +  J 

0  100 
250,  0 
LF,  23 

)  =Pt  : 

DH  =  0: 

ETURN 

ALLDO 

INTS 

THEN 


1,37): 
=MDRS: 
B:  FOR 
P  -10: 
:  NEXT 

IF  BOH 

B  STEP 

0  175 
12) =B« 
*J , P0+ 
UB  600 
NEXT  K 
+12) =N 

:NEXT 
: COLOR 
iSOUND 

POKE  5 
BB=169 

NS  AND 

RETURN 


C,i2010  FOR  1  =  1  TO  BOH:PM«(P 

M+1 , PD+1 ) =H* 
11112020  PMt  (P0+15a,  PM)  =PDB*: 

GOSUB  A00:FOR  V" 1  TD 
15:NEXT  V:PMS(P0+1S 

B,PM)  =N$: DOH=BCH— 1  :  P 

M« (PM, PB) =PS (100,137 

) 
MF2330  SC  =  SC^-BAL  (  I  )  *5*LVL:  P 

DSITIDN  7,0:?  #6; SC: 

48     COMPUTEI     December  1 985 


Player/missile  graphics  animate  the 
player  and  balloons  in  the  Atari  version 
of  "Balloon  Crazy." 


IF     SOBONUS     THEN     LF^ 

LF+l:BaNUS=BONUStl00 

0«LVL:COLOR     72:PLDT 

LF,23 

IF  BDH<1  THEN  2060 

FOR  K=l  TO  BDH:FOR  J 

=15B-K»11  TO  16S-K*1 

1 : PM« (P0+J , P0+J1 12) = 

B«:NEXT  J:  NEXT  K:I-JEX 

T  I 

PMS (FT, PM) =N»: RETURN 


20  40 
2050 


tc  2060 
i':   2499 

3  2500 


2510 


:B  2520 
JC  2  53  0 


1=  2  9  99 
1.   3000 


JN  3020 


Bl  30  30 


F«  3500 


Sf  3  5  10 


EE  3520 


a  3530 
EE  3999 


U   4000 


REM  CHQO 
D  FALL 
BR=3+INT 
:FOR  1=5 
1 : BOSUB 
R, I , BT: I 

NEXT  I  : 
POKE  705 
I-I , BR/3 
3*2) : BL- 
53249, A 
PM* (PI *B 
OLOR  32: 
BS= (C (  I- 
: SL=INT  ( 
BS) : RETU 
REM  DRAW 
RESTORE 
)  ,  C (4,  6) 
J-1  TO  3 
=A: NEXT 
12B 

PP=-  120:  P 
: BAL=24: 

LVL>10 
POSITION 

TO  LF:C 

I  ,23:NE 
FOR  X=3 
:FQR  Y=2 
RND(0) (3 
+F (A) : C ( 
LOT  X , Y: 
X: RETURN 
DIM  T* ( 1 
ON  :?lEc5?; 
34: POKE 

710, 36 
FOR  1=4 
ON  1  ,  I  :  -^ 
-3) : NEXT 
POSITION 
core : " ; S 
RETURN 
REM  SET 

AND  STA 
Y 

PP=120: B 
VL=0: LF- 
=P0-12: P 
0  +  206 


SE  BALLOON  T 

(RND (0) «6) tZ 
TO  2  STEP  - 
500:LDCATE  B 
F  BT=32  THEN 
GOTO  2500 
, PEEK  :707+C ( 
) ) : A=24* (BR/ 
32+1 «S: POKE 

L, D+BL) =Bt : C 
PLOT  BR, I 
1 , BR/3) +2) /2 
(LVL/3+1 ) /2+ 
RN 

SCREEN 
3000:  DIM  F  <  3 
, BAL (6) : FOR 
; READ  A: F ( I ) 
I:DATA  0,32, 


DKE  S 
LVL  =  L 
THEN 

11,2 
;LVL 
OLOR 
XT  I 
TD  IB 

TO  5 
)  +  1  :  C 
Y-1  ,  X 
NEXT 


324B, PP 
VL+1 : IF 
LVL=10 

#6; 
FOR  I-l 
72: PLOT 

STEP  3 

A=INT ( 
OLOR  79 
/3) =A: P 
Y: NEXT 


3) : T*=" BALLD 
" :PDKE  7  0  8,1 
709, 19B : POKE 

TO  16: POS I T I 
t»6;  T»  (  1-3,  I 
1 
1,0:7  #6; "s 

C 

UP  VARIABLES 
RTING  DISPLA 

B=169: SC=0:L 
3: PC=53278: H 
T=P0+69: PB-P 


EG  4010 


JK  4020 


Si  4030 


K  4040 


Ift  4050 


\J.  4060 
FS  4  100 


Hi  4  110 


.-  4  120 


«S  4  130 

SO  4  1  4  0 
GA  44  99 

'B  45013 

i"^  45  10 

BL  4520 
BA  4530 

Cl!4540 


FF  4550 


K  4560 
Zi  4570 


Cft  4999 
fG  S000 


DB  50  10 
CD  S020 

KA  5030 
EF  5040 

I?  5050 
PO  5060 

FC  5070 


PM=PB-3B:D=P1+12:F»D 

+3:BT=PB-10:PD=PM+23 

: BONUS= 1000 

GRAPHICS     1B:P0KE     703 

,134:P0KE     709,19B:FD 

KE  710,84:POKE  756, C 

HS/256 

POSITION  3,4:?  «  6 -,  "  B 

ALLa:oN  crazy  !'■  sPDSIT 

ION  4,6:7  #6;  '■fJ-;VC5^ 

DIM  S*  (  10)  :  S«='-0o  ^Oo 
rCOonD"  :  FOR  1  =  0  TO  10 
STEP  10:POSITIQN  1, 
0:->  #6;  St  :  POSI  T!ON  I 
,10:''  «6;S«:NEXT  I 
IF  PEEK  (53279)  ^:  >6  TH 
EN  4050 
RETURN 

POKE  53248, 0:POKE  53 
249, 0: GRAPHICS  1 7 : PO 
KE  708,134;POKE  709, 
198:P0K.E  710,84 
POSITION  6,4:''  «6;  "q 
ame  over":POEITION  S 
, 6: ?  #6; "SCDRE: " 
POSITION  9, B:  ^  #6;  SC 
: POSITION  5,10:?  #6: 
"nrr3:*^H»fi7T;*!":  PDSITI 
ON  4,12:-'  «6;  "iT-M-^F 

ET*rcTqrri" 

IF     P  E  E  K  (  5  3  2  7  9  )  -:  ;  6     T  H 

EN     4  13  0 

CLF      :GOTO     10 

REM  REDEFINE  CHARACT 

ERS 

GRAPHICS  17:P0F.E  559 

, 0: DIM  C* (2) : Ct="QH" 
CHS=(PEEK (1061-8) »25 
6: CHD=57344 

IF  PEEK (CHS+9) < >0  TH 

EN  RETURN 

FOR  1=0  TO  511: POKE 

CHS+I , PEEK (CHD+I ) : NE 

XT  I 

RESTORE  4560:FOR  1=1 

TO  2: CHP=CH5+ ( ASC (C 
« ( I ) ) -32) «a: FOR  J=0 
TO  7:READ  A:POKE  CHP 
+J,A:NEXT  J:NEXT  I 
FDR  1=32  TO  39:P0KE 
CHS+I , 255-PEEK (CHa+ I 
) : NEXT  I : RETURN 
DATA  28, 50, 125, 125, 1 
21 , 62, 20, B 
DATA  0, 16, 56, 124, 56, 
60, 56, 0 

REM  STE  UP  P/M 
DIM  PMt (4096) , P 
)  , N* (  12)  , Bt  « 15) 
( 12) , MDLS ( 16) , M 
6)  ,  Ht  (22) 
FDR  1=1  TD  12:N 
CHR* (0) : NEXT  I 
A=ADR (PMt) : PMB= 
/2048) *204B: IF 

THEN  PMB=PMB+2 
S=PMB-A: POKE  54 
MB/256:PaKE  532 
PMt=CHRt (0) : PMt 
) =CHRt (0) : PMt (2 
: P»=PM* 

P0=S+1024: POKE 
4JREST0RE  5070 
FOR  1=100  TO  13 
D  ft: Pt  (  I ) =CHRt  ( 


XT  J:PMt<P0+69, 
6)  =P* 

DATA  0, 16, 1 6, 56 
24, 124, 56, 56, 60 
6,56,16,16,36,5 
,124, 1B6, 186, IS 
, 120, 120, 40, 40, 
,40, 40 


t  (255 
,  POBt 
DRt  (  1 

t  {  I  )  = 

INT  (A 

PMB<A 

048 

279,  P 

77,3 

(4096 

)  =PMt 

704,  S 

7  :  REA 
A)  :  NE 
P0  +  20 

,56,  1 
,  60,  5 
6,124 
5,  IBS 
40,  40 


SB*      <» 


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East,  and  Africa  Irom  Holt  Saunders.  Ltd.,  t  St.  Anne's  Road. 
Eastbourne,  Ea$t  Sussex  BN2t  3UN,  England. 


MORE 
FANTASTIC 

COMPUTEI's  Atari  Colleciion,  Vol.  2 

Edited 

More  than  30  never  before  published 
programs  and  articles  moke  COMPUTEI's 
Atari  Collection,  Vol.  2  an  outstanding 
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and  value  you've  come  to  expect  from 
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FALL  TITLES 

from  COMPUTE!  BOOKS 


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40  Great  Flight  Simulator  Adventures 

Charles  Gulick 

Forty  exciting,  customized  flight  simulator 
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under  bridges,  around  skyscrapers,  and  land 
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$9.95     ISBN  0-87455-022-X 


Advanced  Macintosh  BASIC  Programming 

Philip  Calippe 

The  Macintosh  is  an  exciting  machine — and 
Microsoft  BASIC  2.0  lets  you  put  it  to  work  for  you. 
This  tutorial  and  reference  guide  to  Microsoft 
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The  Elementary  Atari  ST 

William  B.  Sanders 

This  friendly,  easy-to-use  guide  to  the  Atari 
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for  both  the  novice  computer  user  and  the 
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$16.95     ISBN  0-87455-024-6 


Order  any  of  COMPUTEI's  new  books  today. 

Call  toll  free  800-334-0868  (in  North  Carolina  919-275-9809). 

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COMPUTE!  books  are  available  in  the  U.K.,  Europe, 
the  Middle  East,  and  Africa  from  Holt  Saunders, 
Ltd.,  1  St.  Anne's  Road,  Eastbourne,  East  Sussex 
BN21  3UN,  England. 


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24, 134, 184, 184, 184 


Program  2:  Commodore  64 
Balloon  Crazy 

Version  by  Kevin  Mykytyn,  Editorial 

Programmer 

For  instructions  on  entering  this  listing,  please 
refer  to  "The  New  MIX  for  Commodore  64" 
eisewtiere  in  ttiis  issue. 


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52  COMPUTE!  December  1985 


NEW 

TOLL-FREE  PHONE 

1-800-541-1541 


Shadow  is  a  new  and 
revolutionary  way  to  back 
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RO.  Box  1080  Battle  Ground.  Washington  98604  1-800-541-1541 


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tax. 

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factory  trained  technical  staff. 

■  There  is  no  limit  and  no  deposit 
on  C.0.0.  orders. 

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'  No  waiting  period  for  cashiers 
checks. 

■  We  accept  purchase  orders  from 
qualified  corporations.  Sutiject  to 
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'  Educational  discounts  available 
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■  FREE  CATALOG  MEMBERSHIP- 


ORDER  LINE 


CALL  TOLL-FREE 
1-800-233-8950 

CUSTOMER  SERVICE 
&  TECH  SUPPORT 

1-717-327-1450 


HOME  COMPUTERS 


1-800-268-4559 

Other  Provinces 

1-418-828-0866 

In  Toronto 

TELEX:  06-218960 

2505  Dunwin  Drive, 

Mississauga,  Ontario 

Canada  L5L1T1 

Ail  prices  shown  are  for  U.S.A. 

orders. 

Call  The  Canadian  Office  for 

Canadian  prices 


ATARr 


130XE  (laSK) CAiL 

800XL  64K CALL 

1010  Recorder $49.99 

1050  Disk  DrivB $144.00 

1025  Ool  Matrix  Printer St99.00 

1027  Letter  Quality  PrintBr $269.00 

1030  Direct  Connecl  Modem $59,99 

SoHware  Specials  ■ 

8036  Atari  Writer S29.99 

Star  Raiders S4.99 

Missile  Command $4,99 

Delender S4.99 

Galaxian $4,99 


520ST   (512K|. CALL 

BOARDS  FOR  ATARI 

Axlon  32K $39.99 

Axlon  48K  (400) $69.99 

Axltm   128K $199,00 

Bit  3  Full  View  80 $169.00 

WbBe  They  Last/ 

Asteroids $4.99 

Centipede S4.99 

Robotron $4,99 

Eastern  Front S4.99 


APPLE 

APPLE  lie CALL 

APPLE  lie CALL 

MaclNTOSH ...CALL 

lie  LCD  Display CALL 

ASSIMULATION 

tulac  Port  Adapter „.,. .$69.99 

HAVDEN 

Art  Grabber $31,99 

Home  Design $49,99 

Media  Worl!S $63.99 

PALADIN 

Cruncti  512 $189-00 


Macintosh  Software 

Lotu>  Jazz CALL 

MIcraiDtt  Excai CALL 

Microsoft  Business  Pali $375.00 

Living  VIdootoxt 

ThinkTanl<  512 $159.00 

Manhattan  Ready.  Set.  Qo $79  99 

Cnlghton  Dovolopment 

Mac  Spell $69,99 

Monogmm 'Dollars  &  Sense,,,  $99.99 
Psachtroo  Back  to  Basics  -  GL$ia9,00 
PF»  File  &  Report  (New  Version)$129  00 
Silicon  Baach  Airborn $25,99 


ft  commadore 

C12B  liiniputBr $299.00 

C1S71  jOUh  Drive  tgr  C123} SMEW 

Cim2  (RGB  13"  Monimr  Isr  C12B)....SNEW 
CltTO  (Moitem  lor  C12>| SNEW 


Commodore  Plus  4 $199.00 

CSr/l   64 $149,00 

C1541  Disk  Drive $199.00 

01 530  DatasettB $39.99 

M-B01  Dot  Matrix  Printer $169,00 

MCS  803  Dot  Malrin $179.00 

C1702  Color  Monitor $189.00 

C1660  Auto  Modem .$69.99 

DPS  1101  Daisy  Printer $33900 


PORTABLE  COMPUTERS 


Professional  Software 

Fleet  System  II  w/Spell^ $49,99 

Trivia  Fever $29,99 

Word  Pro  4  Plus/5  Plus  each,..$Z39.0Q 
Into  Pro $179,00 

BRODERBUND 

Ttie  Prim  Shop , $29,99 

0^ 

File  (641 '.■;: $59.99 

Report  (64) $49,99 


=©' 


rCLijDCD 


Paperclip  w/Spall  Pack $79.99 

The  Consultant  DBMS $69,99 

Bus  Card  II $139.00 

80  Col  Display $129.00 


DISKETTES 


(VI 


HEWLETT 
PACKARD 

•11CV  $189  99 

•11CX $249,99 

HP  71 B $419  99 

HP  lie  $62,99 

HP   12C/15CM6C $89,99 

HP  75D $949.00 

HPIL  Module $98.99 

HPtL  Cassette  Of  Primer ,,-  ,  ,$359-99 

Card  Reader $14399 

Extended  Function  Module $63  99 

Time  Module,,- $63  99 

Ws  «(oek  tho  full  Una  of 
HP  calculator  product* 


NEC 


PC-8401 CALL 

PC-B201  Portable  Computer.. .$269  00 

PC-8231   Disk  Drive $599,00 

PC-B221A  Thermal  Primers $149  00 

PC-fl2eiA  Data  Recortfer $99  99 

PC-B20I06  SK  RAM  Chips $105  00 

SHARR 

PC-1350 $159.99 

PC-1261 - $169.99 

PC.1260  $109  99 

PC-1500A $165,99 

PC-1250A $88  99 

CE-125  Ptinier/Casselte  $128  99 

CE-150  Colof  Pnmer  Ca5selte-$171  99 
CE-161   16K  RAM $134,99 


maxell 

3V   SS/DO $39,99 

3Vi"  OS/00 $54  99 

5'/<"  MD-1  w/Hardcase $14.99 

5Vj"  MD-2  vj/Hardcase $19.99 

6V."   M0-2-HD  lor  AT- $44.99 

ii"\ferbalirrt. 

SMi"  SS/DD $19.99 

5V4"  DS/DD $24,99 

Disk  Analyzer. $24.99 


Elephant  ZVi"  SS/DD $29.99 

Eloptiam  B'A"  SS/SD $13.99 

Elaptiam  i'U"  SS/OO $1599 

Elepharil  SV)"  DS/DO $16.99 

Elephant  Premium  DS/DD $22.99 


5Wi"  DS/DO  Roppy  Disks 
(Box  ol  10) $25.99 


DISK  HOLDERS 

INNOVATIVE  CONCEPTS 

Flip-in-File  10 $3.99 

Flip-in-File  60 $17,99 

Flip-in-File  50  yiliock $24.99 

Flip-in-File  (400/800  ROM) $11.99 

Flip-in-File  100 $24.99 

AMARAY 

50  Disk  Tub  SVt" $9.99 

30  Disk  Tub  3'A" $8.99 


MODEMS 


JInchor 

Volksmodem $59.99 

Volksmodem  300/1200 $189.99 

Signalman  Express $299.00 

Lightning  2400  Baud $399.00 

DIGITAL  DEVICES 

AT300-  300  Baud  (Alari) $99.99 

3)  Hayes 

Smartmodem  300 $139.00 

Smartmodem  1200 $389.00 

Smartmodem   1200B $359.00 

Smartmodem  2400 $629.00 

Micromodem  lie $149.00 

Smart  Com  II $89,99 

Chronograph $19900 

Transet  1000 $30900 

AST 

Reach  1200  Baud  Hall  Card.. ..$399,00 

mpp  miCROBITS 

MPP.1064  AD/AA  (C-64| $69.99 

Smart  Cal  Plus $319.00 

J-Cal $99.99 

(viovatlon  2400 CALL 

Apple  Cat  II $229.00 

212  Apple  Cal  II $379.00 

Apple  Cal  212  Upgrade $229,00 

Macmodem S319.0O 

Ouadmodem  II  nE3^ 

300/1200 $339.00 

300/1200/2400 $499.00 

TELE  LEARNING 

C64  300  Baud (Closeoui) $39.99 


GRAPHICS 


•SPfioala 

IBM $89.99 

Apple/Franklin $79.99 

■Polaroid 

Palette $1299.00 


DRIVES 


HARD 

PC   Slor ..,.., CALL 

10  meg  Internal  (IBM) $429.00 

20  meg  Internal  (IBM) S569  OO 

L-MzGA- 

10  meg  Bernoulli  Box $1999,00 

20  meg  Bernoulli  Box $2599.00 

5  meg  "MacNoulli" $1499,00 

#T«UOU» 
nCHNOlOGIES 

12,  25,  35.  SO,  80  meg  (PC) 
from  $1499.00 


FLOPPY 

INDUS 

Atari  GT .".'^.TTrf $219.00 

C-64  GT $229.00 

UESi 

At.5  Apple ?^?^ $179.00 

A2      Apple $179.00 

SD1  C-64  Single $219.00 

SD2  C*4  Dual $469.00 

■anaon 

320K  5'A"  (PC) $t09.00 

TEAC 

320K  5V." $109.00 


PRINTERS 


PC  COMPATIBLES 


300  Green $129.00 

300  Amber S1 39.00 

310  Amber  IBM-Plug S169.O0 

Color  300  Composite $179.00 

Color  500  Composile/RGB S3S9,O0 

Color  600  Hi-fies  (640x240) $399.00 

Color  700  Hi-Oes  (720<240) S499.O0 

Color  710  Long  Phosphor $579.00 

Color  722  IBM  Enhanced ,.$579.00 


12"  Amber/Green  Comp....(ea.)  $99.99 
12"  Amber/Green  TTL (ea.)  $119.00 

NEC 

JB  1260  Green $59-99 

JB  1201/1205  ....(ea.)  $99.99 

JB  1270  Green S139.00 

JB  1275  Amber ..$149.00 

JB  1280  G  TTU12B5  A  TTL $149.00 

JC  1410  RGB $669.00 

PRINCETON 

MAX-12E  Amber S179.0O 

HX-9  9"  RGB $469.00 

HX-9E  Enhanced $519,00 

HX-12  12"  RGB $469.00 

HX-12E  Enhanced $559.00 

SR-12  Hi-Res $599.00 

SR-12  P  Enhanced $649.00 

115  12"  Green  Mono $119.00 

116  12"  Amber  Mono $119.00 

121  Green  TTL $139.00 

122  Ambar  TTL $149,00 

420  Hi-Res  RGB  (IBM) $429,00 

440  Ullra  Hi-Res  RGB $559,00 

8400  Quadchrome  I $479,00 

8410  Quachrome  II $429,00 

8420  Amberchrome $179,00 

8500  Quad  Screen $1499  00 


ZVM  1220/1230 {ea,l  $99,99 

ZVM  1240  IBM  Amber $149.00 

ZVM  130  Color $269,00 

ZVM  131  Color $249,00 

ZVM   133  RGB/Color $429,00 

ZVM  135  RGB/Color $459,00 

ZVM   136  RGB/Color $599,00 


INTERFACES 


Muiti  I/O  (Apple  II) $189,00 


Grapheard, $79.99 

Senall  Card $99.99 

Microbuffer  (l-i- $169,00 

Microbulfer  32K $189,00 

Microlazer.. from  $139,00 

Elazer  (Epson) from    $79,99 


jJOfongerfllcro 


G'appler  CD  (064) $99,99 

Grappler   i-  (Aople) .$39,99 

Gtappler  16K+   (Apple) $159,00 

DIGITAL  DEVICES 

Ape  Face  (Alari),, ,,„,... ....,.,$49,99 

U-Prinl  A  (Alari) $54,99 

U-A16/Bu(lBr  (Atari).,... $74,99 

U-Ca!l  Interface  (Atari) $39,99 

U-Print  C  (C64) , $49,99 

P-16  Print  Buffer $74,99 

U-Prini  II  Apple  Mc $89.99 

TYMAC 

C64  Epson $59,99 

C64  Okidata $59.99 

C64  Star $57,99 


Canon 

A40 CALL 

LBP-8A1    Lassf. .„   .CALL 

#CITIZEN 

MSP-10  (30  coll $279,00 

tv1SP-15  (132  col.) $389.00 

MSP-20  (BO  col.) $349,00 

fvlSP-25  (132  cot,) $509,00 

crroH 

Prownler   7500 5219,00 

Prownter  8510  NLQ $329,00 

Prowriter  1550P $449,00 

Slarwriler    10-30,,... $459.00 

cofona 

Lazer  LP-300 $2799.00 


DIABLO 


D2S  Daisywheel $549,00 

630-109   Daisywheel $1749,00 

D80IF  Daisywheel CALL 

(iiasYwriter 

2000 $749.00 


EPSON 


LX-SO.  LX.90,  FX-aS.  FX-1B5 
JX-80,  DX-10,  DX-SO,  SO  2000 
HS.80,  Homewriter  10 CALL 

mMMCW 

6000  Letter  Quality - CALL 

6100  Letter  Quality CALL 

6200  Letter  Quality CALL 

6300  Letter  Quality CALL 

NEC 

8027  Transportable $229.00 

2000  Series $699,00 

3000  Series $1099,00 

8000  Series $1449,00 

ELF  360 $449,00 

Pinwriter  560 $999,00 


OKI[>^1A 


84,  1B2,  192.  193,  2410 CALL 

Okimale  10  (Specify  C64/Atari)$l  89,00 
Okimale  20  (IBM) CALL 

OLYMPtA 

Needlepoint  Dot  matrix $289,00 

Compact  RO $289,00 

Compact  2 $349.00 

Panasonic 

KX1091 $269-00 

KX1092 $389,00 

KX1093 $479.00 

Quadjet $399,00 

Quad  Laser CALL 

^  silYEf?-RE£D 

500  Lettar  Quality $279,00 

550  Letter  Quality $419,00 

770  Letter  Quality $759,00 

SG-tOC  (C64  Interface) $NEW 

SB/SD/SG/SR  Series  ,,, CALL 

Powenype  Letter  Quality CALL 

Texas  Instruments 

TI850 $529  00 

Tt855 $799,00 

T186S $1049,00 

TOSHIBA 

1340  (80  column) ,$589,00 

P351  (132  column) $1149,00 


IBM  PC  SYSTEMS 

Configured  to  your 

specification. 
Call  for  Best  Prlcel 

IBM-PC,  IBM-PC  It,  IBM-XT,  IBM-AT 

All  Models " CALL 

KAYfiRO 

KP.200D  Portable CALL 


SOFTWARE  FOR  IBM 


A5nTOn-TATE 

Framework „,  $369,00 

dBase  III $369,00 

BORLAND 

Turbo  Pascal  3,0 $49,99 

Sidekick $39,99 

CENTRAL  POINT 

Copy  II  PC-Backup $29,99 

DECISION  RESOURCES 

Cfiartmasier $229,00 

Signmaster $159,00 

Diaqram  toaster $229,00 

EHERTRONICS 

Enargraphlcs/Plot $2B9,0U 

FOX  ft  OELLER 

Quickcode  til $169,00 

FUNK  SOFTWARE 

Sideways $39,99 

HARVARD  SOFTWARE  INC. 

Harvard  Project  Manager S209.00 

Total  Project  Manager $269.00 

UFETREE 

Volkswriter  Deluxe $159.00 

LIVINQ  VIDEOTEXT 

Think  Tank ,.,$109,00 

LOTUS 

Symphony $429.00 

1-2-3 ,...$309.00 

MECA  SOFTWARE 

Managing  Your  r^loney $109,00 

MICROSTUF  SOFTWARE 

Crosstalk  XVI $89,99 

Crosstalk  IV $149,00 

Microstut  Remote $89,99 

MICRORIM  SOFTWARE 

n:BasB  4000 $259,00 

RiBase  5000, $399,00 

Clout  2.0 $129.00 

MICROPRO 

WordStar  2000 $249,00 

WofdStar   2000 -i- $309  00 

WordStar  Prolessional $299,00 

MICROSOFT 

Word $239,00 

Mouse $139,00 

Flight  Simulator $39,99 

MulliPlan $129,00 

MULTIMATE 

Advantage CALL 

Multi  Mate  Vl/ord  Proc $249,00 

NOUMENON 

Intuit $69,99 

NORTON 

Norlon  utilities  3,0 $59.99 

PEACHTREE  SOFTWARE 

Peachtoxt  5000 $169,00 

PeachPack  (GUAP/AR) $199,00 

PFS: 
IBM 

Access $79.99 

Rle/Grapti (ea.) $79,99 

Report $74,99 

Plan $79,99 

Write/Proof  Combo $79,99 

PROFESSIONAL  SOFTWARE 

Wordplus-PC  w'Boss $249,00 

ROSESOFT 

Prokey $69  99 

THE  SOFTWARE  CROUP 

Enable $339,00 

SATELLITE  SYSTEMS 

Word  Perfect  4,0 $219  00 

Accounting   SORCIMflUS 

AP/AR/GUINV/OE (ea,)  $295,00 

SuperCalc  III,,, $195,00 

EasyWriter  It  System $196.00 

Super  Project $195,00 

SPI  SOFTWARE 

Open  Access $379,00 

THOUOHTWARE 

Trigger $289,00 

Sell.  Sell.  Sell 

Training $299,00 

Application ,,.,. $179,00 

TLB 

$519,00 


Safari  (7300) CALL 

6300 CALL 

corona 

PPC4Q0  Dual  Portable $1289,00 

PPCXT  10  meg  Portable $1989,00 

PC40022  Dual  Desktop. $1389.00 

PC400-HD2  10  meg $1989.00  | 

TTT 

ITT  X-TRA  -'"'■■'• 

256K.  2  Dnve  System CALL  I 

256K,10  meg  Hard  Drive  System  CALL 

XP5.  20  meg CALL  | 

4^SANVO 

MBC  560-g  Single  Drive $699,00  I 

MBC  555-2  Dual  Drive $969,00 

MBC  511  10  meg $1799,00 

MBC  675  Portable CALL 

MBC  880  Desktop CALL  | 

PC-158-21  Single  Desktop CALL 

PC-158-S2  Dual  Desktop CALL 

PC-t68-53  10  meg  Desktop CALL 

PC-161-21  Single  Portable .„CALL 

PC-l61-5a  Dual  Portable CALL 

Z-200  (AT) CALL  j 

171  (Portable) .^„„CALL 

138  (Transportable) .^  CALL  | 

148  (DeskTop) ,K^ CALL 


MULTIFUNCTION  CARDS 


/isr 

Six  Pack  Plus $239,00 

Mega  Plus  II 3269.00 

I/O  Plus  I! $139.00 

Advantage-AT $399,00 

Graph  Pak  /64K $599,00 

IkloncGraph  Plus $399,00 

Preview  Mono 5299,00 

PC  Net  Cards $379,00 

5251/11  On-line $669,00 

5251(12  Remote $579,00 

3780  Emulation  Card $639,00 

IRMA  3270 5879,00 

IHMA  Print $999  00 

EOge  Card $299,00 

Color  Card  (Graphics  Edge) $299,00 

Magic  Card  II $179,00 

HERCULES 

Graphics $299,00 

Color,. $159,00 

IffiAsJOcitites 

IDEAmax  -  ZPR.  64K,  C,  S,  P,$229,00 

IDEAminimax  -  MPR  128K $229,00 

IDEA  5251 $699,00 

MTLEX 

The  Chairman $479,00 

PARADISE 

Modular  Graphics  Card $279.00 

Multi  Display  Card $229.00 

Five  Pack  C,  S $159,00 

Bob  Board ,,$389.00 

Captain  -  64 $199.00 

Captain  Jr.  12BK $279.00 

Graphics  Master $469.00 

Quadpon-AT $119.00 

Quadmeg  -  AT  (128K) $349.00 

The  Gold  Ouadboard... $449.00 

The  Silver  Quadboard $239.00 

Expanded  Quadboard $219,00 

Quad  512  + $229,00 

Liberty ,...,,,$309,00 

QuadSprint $499,00 

OuadLink $399, CX) 

Ouadcolor  1 $199,00 

QuadJr,  Expansion  Chassis $469,00 

Expansion  Chassis  Memory $199,00 

Chronagrapfi $79,99 

Parallel  Interface  Board $64,99 


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A3 

Program  3:  Apple  Balloon 
Crazy 

Version  by  Tim  Victor,  Editorial 

Programmer 

For  inslrucfions  on  entering  this  listing,  please 

refer  to  the  "Apple  MLX"  article  elsewhere  in 

this  issue 


START  ADDRESS: 
END  ADDRESS: 


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58    COMPUTEI     December  1 985 


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A3 

Program  4:  IBM  PC/PCjr 
Balloon  Crazy 

Version  by  Charles  Brannon, 
Program  Editor 

For  instructions  on  entering  tnis  listing,  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Progfoms"  publisfied  tjimonthly  in  compute!. 

KL    100    'Balloon    Crazy    for    IBM   PC 
/PCjr    requires    BA5ICA,     Co 
lor    Graptiics    adapter,    and 
one    joystick 

OK  110  DEFINT  A-Z;RAt'tDOMIZE  TIME 
R;D1M  BPt (31 ,M0BJ<452) ,X( 
49) ,Y(49! 

D.=  120  DF=10:'  ctiange  d-f  to  a  sm 
aller  number  for  a  greate 
r    ctial  1  enge 

10  130  SCREEN  1:  COLOR  9,0:  KEY  OF 
F:STRIG    ON: : PLAY    "mf":CLS 

flD  140  BOSUB  2a0:X=100:HP=!64:EY 
=>Y+22 

;e  150  TX=3:LX=134:SKEWI=2.27:SP 
!=4:LIVES=-4 

IE  160  GQSUB  740:PRINT"BftLLDDN  C 
R  A  Z  V  '"jLOCATE  9, 10:P 
RINT"/":LDCATE  8, lliPRINT 
"Do  you  need":LOCATE  9,11 
;PRINT"tD  ad  j  List- :  LOCATE 
10,  1  l:PRINT"yoi-'r  joystick 
?":UJHILE    INKEY«<>"":WEND 

EI    170    At=INKEY4:  IF    AS="  "    AND    ST 
RIB(n=0    THEN    170    ELSE    IF 
<ASC(A*+CHR*(0n     OR    32)= 
121     THEN    GD5UB    600 

KE    180    CLS:PRIt>IT"BALLaDN    C    R    A    Z 
Y     !":LaCATE     I , 25: PR INT"S 
core: "; BC ' 

B«  190  FOR  1  =  158  TO  174  STEP  B:  P 
UT( t,0) , TlNY:NEXT:GaSUB  3 
50 

«  200  FOR  ROW=20  TO  80  STEP  20: 
FOR  CDL=45  TO  255  STEP  15 
:PUT  (COL, ROW) , BALL: NEXT 
COL, ROM 

il  210  PUTtX,  Y),MAN:BET  (X,Y)-(X 
+21,EY),M0BJ 

CN  220  IF  BP<0  THEN  GOSUB  3S0:  GD 
TO  180  ELSE  BY=BP*20+20:T 
•=BP*(BP) :PTR=.5+RND(1) «L 
EN(T«)  :BX=<ASC(riID4(T*,PT 
R) ) -64 )» 15+30: T«=LEFT*(TS 
,PTR-n+MID*(T«,PTR+l)  :  BP 
«(BP)=T*:IF  T«=""  THEt^  BP 
=BP-1 

J6  230  PUT(BX,BY)  ,BALL:BY=BY+SP■ 
:PUT<BX,BY)  .BALL:  IF  BYMB 
0  THEN  440 

tl  240  IF  ABS(BY-HP)<SP'  THEN  IF 

ABS( (BX-7)-X><DF  THEN  Y= 

Y-13!PUT(BX,BY) ,BftLL:PUT( 


The  main  character  in  IBM  PC/PCjr 
"Balloon  Crazy"  is  a  humorous  clown. 

X+7,Y>, BALL, PSET: SOUND  30 
000, 1:GET(X,Y)-(X+21,EY)  , 
MDBJ : HP=HP- 1 3: FLDATERS=FL 
0ATERS+l:SP!=SP!+.5: IF  FL 
0ATERS=7-BP  THEN  GOSUB  38 
0:BDTD  210  ELSE  220 

FS  250  PUT(X,  Y>  ,MOBa:NX=  (STICK  (0 
)-TX)  tSKEW  :  X=NX:  IF  NX-;0 
THEN  X=0  ELSE  IF  NX>297  T 
HEN  X=297 

KE  260  PUT<X,  Y),f10BJ 

OS  270  GOTO  230 

PD  280  READ  XS,  YS:  E=  (4-HNT  (  (  XS+7 
)/a)*YS)/2:DIM  MAN(E):MAN 
(0)=XS:MAN(1)=YS:FOR  1-2 
TO  E:READ  MAN ( I ) : NEXT: Y=2 
00-YS:MY=Y 

HF  290  READ  XS,  YS:  E;»  (4+ INT  C  CXS+7 
)/a)»YS)/2:DIM  POP(E>:POP 
(0)=XS:POP(1)=YS:FGR  1=2 
TO  E:READ  PDP<I):NEXT 

HO  300  READ  XS,YS:E=(4+INT( (XS+7 
)/a) *YS) /2:DIM  FALL(E):FA 
LL(0)=XS:FALL(1)=YS:FOR  I 
-2  TO  E:READ  FALL* I): NEXT 

HE  310  READ  XS,  YS:E=(4+INT(  (XG+7 
1/8) »YS) /2:D1«  BALL(E):BA 
LL(0)=XS:BALL(1)=YS:FOR  I 
=2  TO  E:READ  BALLdijNEXT 

KE  320  READ  X5,  YS:E=(4-HNT  (  iXS+7 
)/aH;Y5) /2:DIM  XBALL(E):X 
BALL (0) =XS: XBALL  i 1 ) =YS: FD 
R  1=2  TO  E:READ  XBALLtl): 
NEXT 

CL  330  READ  XS,  Y5:  E- (4  +  INT  (  (  XE  +  7 
)/8)«VS) /2:DIM  TINY(E1:TI 
NY(0)=XS:TINY(n=YS:FOR  I 
-2  TO  E:REflD  T1NY(I):NEXT 

HF  340  RETURN 

LB  350  BP=3:FQR  1=0  TO  BP:BPS(I) 
="ABCDEFBHIJKLMND":NEXT 

NJ    360    RETURN 

JH  370  BOSUB  380:  GOTO  220 
LE  380  FOR  1  =  1  TO  FLOATERS 
I-    390  PUT(X,MY)  ,  POP,  PSET:  PUT  (X<- 
7,MY-13) , BALL: PUT (X+7,MY- 
IB) , XBALU:FOR  J=0  TO  5:50 
UND  100+J, .5:NEXT:PUT(X+7 
,MY-18) , XBALL 
CC  400  IF  ICFLOATERS  THEN  PUT(X+ 
7,Y)  ,BALL:PUT(X+7,MY-13)  , 
BALL 

fL  410  PUT  (X,  MY)  ,  MAN,  PSET:  FOR  N  = 
1  TO  5:NEXT:SC!=SCI+10:LO 
CATE  1,31: PRINT  5CI:Y=Y+1 
3:IMEXT 

CH  420  Y=t1Y:BET  (  X,  Y  )  -  (  X+21  ,  EY)  , 
MOBJ:PUT  (X,Y),MAN 

?3  430  SP'-4:HP=164:FLDATERS=0:R 
ETURN 

ft  440  PUT(BX,BY)  ,BALL:PUT(BX,BY 
-5) , XBALL: FOR  J=0  TO  5: SO 
UND  103-J, .5:NEXT:PUT(BX, 
BY-5> , XBALL 


Eri  450  PUT(X,MY) ,MANiFUT(X,MY),F 
ALL 

CC  460  IF  FLOATERS=0  THEN  510 

Lt  470  FOR  1  =  1  TO  FLOATERS 

01  480  PUT(X+7,MY-13)  ,BALL:PUT(X 
+7,MY-18) , X8ALL:F0R  J=0  T 
0  5: SOUND  105-J, . 5: NEXT: P 
UT(X+7,MY-18) , XBALL 

PF  490  IF  KFLQATERS  THEN  PUT(y  + 
7, Y),BALL:PUT(X+7,MY-13) , 
BALL 

JM  500  FDR  W=l  TO  5:  NEXT:  Y=Y+13: 
NEXT 

FL  510  NY=MY:5--6:F0R  I  =  X+5  TO  2 
91  STEP  5;PUT(I-S,NY) ,FAL 
L:NY=NY+S:IF  NY<MY-18  OR 
NY>MY  THEN  NY=NY-S: S=-S 

it  520  PUT  (I,  NY)  ,  FALL:  SOUND  100+ 
NY, .5:NEXT 

HO  530  NX=I-5:F0R  I=NY-16  TO  0  S 
TEP-16sPUT!NX, 1+16) ,FALL: 
PUT(NX, I) ,FALL:SDUND  5000 
-I»5,. 1:NEXT 

LD  540  PUT  (NX,  1  +  16)  ,  FALL 

Jn  550  LIVES=LIVES-1:PUT(150+LIV 
ES*a,0) ,TINY: IF  LIVES>0  T 
HEN  PUT (X, MY ), MAN: GOSUB  4 
20: GOTO  210 

on  560  CLS:FOR  1-0  TO  49:X(I)=4  + 
15*INT(20*RND(1 ) ) :Y(I )=IB 
*INT(10»RND(1) ) :PUT  (X(I) 
,  Yd)  )  ,  BALL,  PSET:  NEXT 

Jfl  570  FOR  1=0  TO  49: PUT  ( X ( I > -4 
,Y(I) ) ,XBALL,PSET: SOUND  1 
00+5*RND( 1 ) , .2:S0UND  3000 
0,.2:PUT  (X(I)-4,Y(1) ) ,XB 
ALL: NEXT 

LI  580  LOCATE  12,  16:  PR  I  NT  "GAME  O 
VER": LOCATE  13, 17-LEN (STR 
*(SC' ) )/2:PRINT"Score:";S 
CliLOCATE  14, 15:PRINT"Pre 
ss  Button" 

OJ  590  A«=INKEY«:IF  INKEY1i  =  ""  AN 
D  STRIG(1)=0  THEN  590  ELS 
E  RUN 

fiP  600  (30SUB  740 

JN  610  LOCATE  9,  10:  PRINT" /"  :  LQCA 
IE  B,  ll:PRINT'"MQve  stick 
to":LOCflTE  9,  1 1 :  PRINT"-f  ar 
le-ft,  ":  LOCATE  10,11:PRIN 
fpress  button!" 

Jl  620  TX=STICK(0)  :  IF  STRIG(1)<> 
0  THEN  640 

JI  630  FOR  1=10  TO  0  STEP-!:C=-C 
*<C<3)+1:LINE  (30+I,40)-( 
1,70) ,C:LINE-(30+I, 100) ,C 
: NEXT: GOTO  620 

QJ  640  PUT(50,63) ,P0P,PSET:PUT(5 
7,45), XBALL, PSET:FQR  J=l 
TO  15:S0UND  100+J , . 5: NEXT 

86  650  CLS:PUT  (50,  63)  ,  MAN:  LOCAT 
E  9,10:PRINT"'/":LOCATE  B, 
lliPRINT "Gimme  anQttier":L 
OCATE  9, ll:PRINT"balloan! 

CJ  660  FOR  J  =  l  TO  2000:  NEXT 

KN  670  PUT  (57,  0)  ,  BALL:  FOR  1=2  TO 

50  STEP  2:WAIT  !<H3DA,8:P 

UT  (57,  1-2)  .BALL:  WAIT  S.H3 

DA,B:PUT  (57, I ), BALL: NEXT 

CE  680  LOCATE  0,  1 1 :  PRINT"Move  st 

ick  to  ": LOCATE  9, 11:PRIN 

T"far  right, ": LOCATE  10,1 

l:PRINT"press  button!" 

CB  690  LX=5JLCK(0)  :  IF  STRIG(1)<> 
0  THEN  710 

BP  700  FOR  1=10  TO  0  STEP-1:C=-C 
«(C<3)+1:LINE  (2B9-I,40)- 
(319-1,70) ,C:LINE-(2a9-I, 
100) ,C:NEXT:GOTD  690 

nr.   710  FOR  1  =  1  TO  5:PUT  (57,45), 
XBALL, PSET: PUT (50, 63)  ,  POP 
, PSET: FOR  J=l  TO  4: SOUND 
100+J, .S:NEXT:PUT(57,50) , 

E:>ecember  1985    COMPUTEI     5P 


BftLL,PSET: PUT (50,63) .MAN, 
PSET:FOR  J-=l  TO  100sNEXT: 
NEXT 

NO   720   SKEW'=297/ABS(LX-TX) 

UK  730    RETURN 

PC  740  CLS:PUT(0,63)  ,MflN:PUT  (57 
,0), BALL: FOR  1=2  TO  50  ST 
EP  2: PUT  (37, 1-2) , BALL: PU 
T  (57, I) ,BALL:PUT  (1-2,63 
), MAN: PUT  ( I , 63) , MAN, P3ET 
:NEXT;RETURN 

rtft  750  DATA  I<H2C,  J<H17,«<H0,!<H5,«<H 
0,*iH0,8!H4015,S.HO 

FD  760  DATA  S,H0,  S.H5055,  S<H0,  !<H0,  !< 
H30CF,S,H0,5.H300,i.HCC3 

JJ  770  DATA  S<Hiil,?.H^0ia,J<HACAA,;;H0 
,  !<H0,  ;,HA0Ai;l,  !<H0,  S.H0 

Ir  780  DATA  !<HB02A,5iH0,!-H0,J;HF,E. 
H0,  StHE00,  S<HEEEE,  S^HCv.' 

i'.  790  DATA  S<HFB00,  S<HBBBB ,  !<HEr0 ,  J- 
HC003 ,  S-HE0EE ,  5.H3C ,  J.HF ,  tHO 

DH   B00    DATA    J/HF,aiHFF,J<HC02E,  !,HFij 

0F,  MH0,  !<H4015,  J,H0,  StHS 
6J   B10    DATA    S<HA0Ah.  !<H0,E<H0,iHO!?ft 

A,  a<H0,  SiH200,  iHftBA0,  {.HC 
rl   a2K*    DATA    !iH200,:<HAaA0,iH0,&HA 
00,  S.H2AB0,  S.H0,  !.HA37,  ^H::A3 
0 
as   830    DATA    !<HC00D,S<HDADD,!,:H3AC0 
,E(H7077,S<H7737,!<HlD40,«i!-lC 
0DD,S<HAB00 
Sr    B40    DATA    S<H2C,!<H17,&Ha0i;i,&H5, 

&H0 ,  8.HA000 ,  S1H40 1 5 ,  t<H0 

:6   850    DATA   I.HB003,  5<H5055,  J<H0,  !.H 

C003 ,  J<HC3,  S<H6I,  IiH30F,  S;H3CC 

F 

I:H   B60    DATA    S<H0,  S.H30F,  SiHACAA,  S.H0 

,  8.HC003,  E<HA0A0,  !.Hfl,  !<HF303 

U    870    DATA    EiH802A,  !<H0,E.HF-C00,;iH 

F,  SiH0,  SiH2E00,  &HEEEE  ,  ^HC0 
CN  880    DATA    5<HB00,  .!-HBBBB,  SiHBC,  StH 

0,  &HE0EE,  ?<HFF ,  «<H0,  J<HB03B 
EC   890    DATA    !<HF,S<H0,!<HC02E,S<HC00 

3 ,  {<H0 ,  !iH40 1 5 ,  t<HC003 ,  J.H0 
SC   900    DATA    !<HA0AA,S<HC000,S<H0,3.H 
A0AA ,  &H0 ,  S.H200 ,  &HA8A0,  J<H0 
F!    910    DATA    &H200,  S<HABA0,  S<H0,  S.HA 
00,  S<H2Aa0,  !<H0,  !,HA37,  !<HZAB 
0 
flft   920    DATA    !!HC00D,t<HDADD,E'H3AC0 
,  S.H7077 ,  S(H7737 ,  t<H  1 D40,  !,HC 
0DD,!<HAB00 
PB  930    DATA    S.H3B,  !tH16,  !<H0,  ;<H0,  J<H 

0,!<H0,SiH0,8iH0 
EE   940    DATA    S.H0,  &H0,  ?iHl400,  !<H0,  Jc 

H0.5<H0.!<H55.!iH0 
DB   950    DATA    !iH0,  !<H55F  1 ,  S.H4F,  :,H0, 
!iHF303,  !iHCF3C,  SiHC0,  !<HF00 
HK   960    DATA    S.HF30C,  S<HF0F0 ,  !<H0,  E.H 
F3C ,  SiHF0AA ,  5<H3C ,  StH3C0a,  !<H 
820E 
HN   970    DATA    J<H3CB0,!<H0,!<H23F,!<Hg 
028,  !<HFC,  !<HF00 ,  !<HFFC0 ,  J^HF 
003 
BL   9B0    DATA    &H0,  !<HFB03,  !<HBFBB,  SiH 

0,&H0,  J.HEE3E,  5.HEC,  8.H0 
GJ   990    DATA    S<H300,  !<He0BB,  S.H0,  SiH0 

,  SiHEE00,  &lH0,  S.H7700,  «<H0 
FS    1000    DATA    &HBB,5<HDD00,!<HC01D, 
5.H5500,  S.H300,  {<H774,  !,HA24 
0,!<HaAAA 
LG    1010    DATA    t<HD001,!<HE201,!iHAAA 
A,  S.HBBAA,  &H40,  {<HAA7A,  S<HA 
AAA.SiHAD 
BC    1020    DATA   S<HlA00,S<Ha20A,!<HA4A 
0,!cH0,!<H4,&H0,!<H10,!<HA00 
2 
NJ    1030   DATA    !<H14,!.HD,?,:HA8Cl2,!iH2 
A00 ,  !.HB0BE ,  J,H AF AA ,  .?,HAAAP 
,  J,HA0AF 
IW    1040    DATA    8,HAFAA,S<HAAA0,!iHA0A 
F,  SiHAE2A,  S.H2A80,  5<Ha0AA,  & 
HAA0A,S.H200 

60     COMPUTE!      December  1965 


HH    1050    DATA    S<HAB,S<HA000,!<H0,5<H4 

0,S.Hl,S,H200,tiHAa 
Q-    1060    DATA    S<H26,!,H12,S<H2k)20,!<H 

20,  !<H0,  !,H2800,  J.H0,  hH0 
K-    1070    DATA    SiH2a2B,  !.Ha00,S,H2028 

,  SrHAB,  8<H2A00,  !,HA002,  !<H2a 

,!<H8202 
J*    10B0    DATA    trH20Ba,  S,H202,SiHA80, 

5(H2000 ,  ttH0 , 1!<HB ,  !<HA000 ,  S<H 

A0aa 

"i    1090  DATA  !.H3,^Ha02a,!<H2BB0,t. 

H0,  8<HBBA2,  !<HAA0, 1<H200,!<H 

B0BA 
-5    1100    DATA    !<HA000,!.H2800,SiH0,!< 

H2000,  &H0,  S.H200 ,  5.HB000 ,  !- 

H0 
SN    1110    DATA    S<H80A,?.HA0,!<H400,&H 

2000 ,  !<H0 ,  !'H  1  0 ,  5<H0 ,  S<H0 
JE    1120    DATA    !<HE,!<Hfi,!-Hl,!!HC00F, 

S(HC00E ,  !<H3 ,,  5.HB03B ,  S.HCCCE 
tt    1130    DATA    !<HI,S,H800A,;,-HA02B,;, 

H145a,S<H30CF 


L  E  '■  K  L  :       4 


i 


IIMIllllUIIIMIIUIIIIIIllll.Ui 


"Balloon  Crazy"  for  the  TI-99/4A  can 
be  played  with  the  keyboard  or  a 
joystick. 

Program  5:  TI-99/4A 
Balloon  Crazy 

Version  by  Patrick  Parrish, 
Programming  Supervisor 

90  REn  REQUIRES  EXTENDED 

BASIC 
100  GOTO  140 
110  CALL  DELSPRITE  (#2)  :  ; 


120 

130 
140 

150 
160 

170 


CA 
,0 
CA 

S 
(  1 
E 

CA 
)  : 
DI 

AG 

CA 

03 

20 

90 

RE 

FO 

8 

07 

T 


CA 
RE 

hp 
4 


LL  H 
,0)  : 
LL  K 
T  =  0 
,H,V 
H=  (K 
LL  M 
:  RE 
M  DR 
RAND 
NIFY 
LL  C 
0103 
F04a 
S0B0 
M  SK 
R  1  = 
:  :  C 
C7C7 
I 

:  ME 
KHAR 
LL  C 
EN  (  1 
'■,9) 
STEP 


OTION ( 
:  BETU 
EY (0, K 
THEN  C 
)  :  :  H  = 
=83) - ( 
OTION ( 
TURN 
OP (2) , 

OMi  ze 

(4  ) 

HAR ( 1 3 
070B0B 
000800 
808080 
ATEBOA 
96  TO 
ALL  CH 
038100 

LEVEL 
N  =  3  :  : 

100 
LEAR  : 
6)  :  :  A 
:  :  FOR 

23  :  : 


«I , 0, 0,#3 

RN 

, ST) : :   IF 

ALL  JOYST 

SSN (H) ELS 

K  =  68! 

#1,0, 60*H 

KOLDR (2) : 
: :   CALL  M 

6 , "030303 
0B0702020 
000B0C0A0 
F020" ) : : 
RD  MAN 
112  STEP 
AR ( I , "003 
0"):!  NEX 
, SC, SC2*0 
R0W=41   : 

:   CALL  EC 
*=«RPT«  (  "  ' 
1=1  TD  2 
DISPLAY 


AT ( I , 1 ) : A*  : :  NEXT  I 

180 

DISPLAY  AT ( 10, 8) : "B  A 

L  L  0  0  N"   : :  DISPLA 

Y  AT (13, 9): "C  R  A  Z  Y 

I "  : :  A=3  : :  B=5  : : 

C  =  7 

190 

FOR  1=1  TD  S0  : :   CALL 

C0L0R(9, A, 1 , 10,B, 1, 1 

1  ,C,  1  )  :  :  TEMP  =  A  :  :  A  = 

B  • :  B=C  : :  C=TEMP  : : 

IF  1=30  THEN  CALL  SP 

RITE (#1 , 136, 14, 150, 1 , 

0,31) 

200 

NEXT  I  : :  CALL  DELSPR 

ITE  («1 )  :  :  CALL  CLEAR 

: :  6DSUB  490 

210 

DROP (0) =15  : :   DROP (1 ) 

=20  : :   DROP (2) =25 

220 

CALL  CLEAR  : :  LEVEL=L 

EVEL+1  : :  BALL=24  : : 

BOSUB  570 

230 

DISPLAY  AT ( 1 ,6) : "LEVE 

L: ";LEVEL  : :   DISPLAY 

AT (1, 17) : "SCORE: " :SC 

240 

FOR  R=3  TO  6  : :  FOR  C 

=4  TO  29  STEP  5  : :   CA 

LL  HCHAR (R, C, 96+INT(R 

ND*3)  tB)  ;  :  NEXT  C  :  : 

NEXT  R 

250 

CALL  HCHAR (24, 1 , 122,3 

2) : :   CALL  SPRITE (#1,1 

36, 14, 150, 1 15, 0,H) 

260 

BALL=BALL-1   : :   IF  BAL 

L<0  THEN  410 

270 

BR=6  : :   BC=4+INT (RND* 

6)  *5 

280 

GOSUB  120  : ;   CALL  GCH 

AR (BR, BC, BT) : :   IF  BT= 

32  THEN  BR=BR-1  : :   IF 

BR=2  THEN  270  ELSE  2 

80 

290 

POINT= (BT-96) /a  : :  CA 

LL  HCHAR (BR, BC,32) : : 

CALL  SPRITE («2, KHAR, K 

OL OR (POINT) ,R0W-(6-BR 

)*B,0*(BC-2)-2,DRDP(P 

QINT) ,0) 

300 

GOSUB  120  '.  :  CALL  COI 

NC (»1 ,#2, 15,C) : :   IF  C 

THEN  340 

310 

CALL  P0SITiaN(*(2,  BROW 

,BCOL>:-.   IF  BR0W<155 

THEN  300 

320 

CALL  POSITION  (4tl  ,  MROW 

, MCOL) : :   IF   CBCOL-MCD 

L<  16>  »  (BCQL-MCDL>-a)  T 

330 


340 


550 


360 
370 


380 


390 
400 


410 


HEN  C=l   ! :  GOTO  340 
GOSUB  110  ::   MEN=MEN- 
1   : :   CALL  DELSPRITE (# 
3) : :  GOSUB  560  : :   IF 
MEN=0  THEN  430  ELSE  4 
00 

BOSUB  110  ::  SC2=SC2+ 
(POINT+1 ) «LEVEL»5  :: 
SC=SC+(P0INT+1 ) *LEVEL 
*5 

IF  SC2>=1000  THEN  MEN 
=  MEN+1  + (MEN  =  3)  :  :  SC2  = 
0  :  :  GOSUB  570 
IF  C=0  THEN  400 
CALL  POSITION  (« 1  ,  MROW 
, MCOL) : :  CALL  SPRITE ( 
#3, 100, 14, lis, MCOL) 
FOR  1=1  TO  50  : :   NEXT 
I  :  :  CALL  SPRITE ( tt 1 , 
140, 14, MROW, MCOL) 
CALL  SPRITE  (*t3,  124,  14 
CALL  HCHAR ( 1 , 3+MEN, 32 
)  :  :  DISPLAY  AT  I  1 ,  12)  : 
LEVEL; : :  DISPLAY  AT ( 1 
, 23) : SC; : :  GOTO  260 
FOR  G=300  TO  1200  STE 


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420 
430 
440 


450 


460 
470 


480 
490 


500 


510 
520 


530 


540 


550 


560 


570 


P  10 
0,  G, 
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CALL 

AT  ( 

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1,5) 

S 

DISP 
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CCEP 
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IF  R 
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:  :  G 
REM 
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FOR 

KDLO 

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CALL 

0000 

3010 

0080 

REM 

CALL 

0000 

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0000 

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AIN 
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ATE  ( 
P« 
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CDL 
1,7, 
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J  =  0 
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CHA 
0000 
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CHA 
0000 
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CHA 
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L  SaUND(S 
T  G  : :   FD 
:   DROP ( I ) 
:   NEXT  I 
TE (ALL) : : 

II)::   IF 
S  =  SC 
TE («1 ) : : 
:   DISPLAY 
UR  SCORE: 
PLAY  AT  t  1 
CORE:   ";H 

6,5): "PLA 
)  •:>  "  :  :  A 

24)BEEP  V 
y  "  )  S  I  Z  E  (  1 

THEN  STOP 
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SC, SC2=0 

RS 
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EXT  J 

0  ,  "000000 
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4,  "00 
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CHAR ( 12 
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"Memo  Diary"  helps  you  record 
and  recall  birthdays,  holidays,  ap- 
pointments, or  any  other  event 
worth  remembering.  The  program 
maintains  a  data  file  with  as  many 
as  100  events  whose  dates  can 
range  from  tomorrow  to  one  year  in 
the  future.  You  can  record  two  dif- 
ferent types  of  dates:  temporary, 
one-time  events  such  as  appoint- 
ments which  have  no  importance 
once  they  have  passed;  and  perma- 
nent, recurring  events  such  as  birth- 


days  and  anniversaries.  By 
routinely  running  Memo  Diary 
each  time  you  use  your  computer, 
you'll  no  longer  have  to  worry 
about  forgetting  to  mail  a  birthday 
card  to  a  relative  or  finding  an  anni- 
versary gift  for  a  spouse. 

The  program  always  shows  the 
correct  day  of  the  week  when  you 
enter  a  date,  and  you  need  to  enter 
the  year  only  once — the  very  first 
time  you  run  the  program.  After 
that  (for  the  next  99  years,  anyway) 


Memo  Diary  keeps  track  of  the  year 

for  you.  Each  time  you  run  the  pro- 
gram, it  automatically  shows  all 
due  and  overdue  events  on  the 
screen  or  printer,  and  erases  one- 
time events  from  the  calendar  after 
they're  displayed. 

You  can  enter  temporary  or  re- 
curring new  events  and  erase  exist- 
ing events  whenever  you  wish.  You 
can  also  examine  all  events  from 
the  current  date  forward,  or  search 
the  entire  calendar  for  events 
matching  a  given  starting  pattern. 
Finally,  Memo  Diary  saves  your 
calendar  either  on  disk  or  tape. 

Typing  The  Program 

We've  listed  Memo  Diary  in  the 
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number  as  a  line  in  the  listing  for 
your  specific  computer.  The  idea  is 
to  eliminate  duplicate  lines  from 
the  main  program;  they're  replaced 

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by  lines  from  the  version  for  your 
computer.  For  example,  if  you're 
using  an  Atari,  you  would  cross  out 
line  150  in  Program  1,  because 
there's  already  a  line  150  in  the 
Atari  listing  (Program  3). 

After  crossing  out  duplicate 
lines  in  Program  1,  type  in  the  list- 
ing for  your  computer.  Once  that's 
done,  type  in  every  line  of  the  Pro- 
gram 1  that's  not  crossed  out.  Be 
sure  to  save  a  copy  of  the  program 
and  read  the  instructions  before 
running  it. 

The  first  time  you  run  Memo 
Diary  is  special.  Do  not  staii  Ihe 
program  by  entering  RUN.  For  every 
version  except  Atari  you  should 
type  RUN  100  and  press  RETURN 
(or  ENTER  on  the  TI  and  IBM). 
Atari  users  should  type  CLR: 
GOTO  100  and  press  RETURN.  // 
you  don't  do  this,  tl^e  program  will 
7iot  work  correctly.  When  you  start 
the  program  at  line  100,  Memo  Diar)' 
lets  you  enter  the  correct  year  with- 
out looking  for  a  previous  file  of 
events.  Thereafter,  start  the  pro- 
gram with  RUN  in  the  usual  way. 

On  the  first  run  you'll  probably 
want  to  enter  fixed  holidays  such  as 
New  Year's  Day  as  well  as  birth- 
days and  anniversaries.  These  are 
permanent  events  that  you  won't 
need  to  enter  year  after  year.  A 
holiday  like  Thanksgiving  should 
be  entered  as  a  one-time  event 
since  it  falls  on  a  different  date  each 
year. 

When  Memo  Diary  asks  you  to 
enter  today's  date,  you  can  type  in 
the  name  of  the  month  (such  as 
OCTOBER)  or  its  number  (such  as 
10).  In  either  case,  be  careful  to 
enter  it  correctly.  Memo  Diary  lets 
you  enter  any  day  of  the  month 
from  1  to  31,  so  it  won't  mind  if  you 
specify  the  date  as  February  30. 
Mistakes  like  these  may  confuse  the 
calendar  file.  For  instance,  if  you 
use  the  program  on  July  4  and  the 
next  day  mistakenly  give  the  date 
as  June  5,  the  computer  thinks 
you've  let  almost  a  whole  year  go 
by.  To  warn  you  of  this.  Memo 
Diary  displays  HAPPY  NEW 
YEAR.  If  you  see  this  message 
when  a  new  year  hasn't  arrived, 
stop  the  program  and  start  over, 
entering  the  correct  date. 

A  Memory  Jogger 

Except  for  the  very  first  run,  Memo 
Diary  always  begins  by  reporting 


all  due  and  overdue  events  ("You 
just  missed  your  anniversary"). 
Take  careful  note  of  these  events, 
since  they'll  soon  be  erased  from 
the  calendar  (if  they're  temporary 
events)  or  moved  ahead  to  next 
year  (if  they're  permanent).  To  help 
jog  your  memory.  Memo  Diary  also 
lets  you  make  a  copy  of  the  list  of 
events  on  your  printer. 

After  disposing  of  due  and 
overdue  events.  Memo  Diary  dis- 
plays five  options:  You  can  see  fu- 
ture events,  add  a  new  event,  cancel 
an  event,  search  for  an  event,  or 
quit  the  program.  You'll  ordinarily 
want  to  look  ahead  to  see  what's 
coming  in  the  next  week  or  two.  To 
do  this,  choose  Option  1  (see  future 
events)  and  supply  an  appropriate 
future  date  when  requested.  If  you 
enter  the  current  date  when  looking 
at  future  events,  Memo  Diary  as- 
sumes you  mean  the  same  date  next 
year  and  gives  you  evervthing  on 
file. 

When  you  want  to  make  a  new 
entry,  select  Option  2  (add  new 
event).  First  Memo  Diary  asks 
whether  the  new  event  is  one-time 
or  permanent.  Then  it  lets  you  enter 
the  date  and  details.  Again,  the  cur- 
rent date  is  understood  as  one  year 
from  today  (it's  assumed  you  don't 
need  to  record  an  event  that's  hap- 
pening the  same  day). 

To  cancel  an  event  (Option  3), 
you  must  know  its  date.  When  an 
event  is  entered,  you're  shown 
every  item  scheduled  for  that  date, 
each  with  its  own  code  number.  To 
cancel  an  event,  type  in  its  code 
number  when  prompted. 

Option  4  (search  for  event)  lets 
you  search  for  an  event  based  on 
the  first  few  letters  of  the  entry.  You 
may  find  many  events  in  the  course 
of  a  search.  For  instance,  if  the  cal- 
endar file  contains  the  events  CLUB 
MEETING,  CLUB  CONFERENCE, 
and  CLUB  ELECTION,  searching 
for  CLUB  displays  all  three  events. 
In  this  case  you  would  not  see  the 
entry  CANADIAN  CLUB,  since 
CLUB  is  spotted  only  if  it's  in  the 
first  word  of  the  entry.  Thus,  if  you 
plan  to  search  for  certain  keywords 
(BIRTHDAY,  CHURCH,  SOFT- 
BALL, or  whatever)  keep  them  at 
the  front  of  each  calendar  entry. 

After  you've  finished  an  op- 
tion. Memo  Diary  always  returns 
you  to  the  main  menu.  Sooner  or 
later  you'll  be  ready  to  use  Option  5 


(quit).  The  program  knows  when 
it's  time  to  update  the  calendar  file. 
If  you've  erased  past  and  overdue 
events,  added  or  deleted  items. 
Memo  Diary  will — with  your  per- 
mission— proceed  to  update  the 
data  file  on  disk  or  tape. 

The  Time  Pivot 

A  program  that  handles  dates  can 
encounter  some  subtle  paradoxes. 
Does  August  come  before  April,  or 
after  it?  The  correct  answer  is  both. 
Memo  Diary  could  resolve  this  dif- 
ficulty by  adding  a  year  designation 
to  every  event,  but  that  complicates 
the  handling  of  permanent  events, 
which  don't  belong  to  a  specific 
year.  This  is  not  a  trivial  problem:  If 
you  schedule  a  new  event  for 
August,  the  program  must  decide 
whether  to  add  the  event  to  the 
calendar  ahead  of  an  existing  April 
event,  or  after  it.  Without  a  year 
designation,  how  can  anyone  tell? 

The  problem  is  solved  by  using 
a  pivot  date,  usually  the  same  as  the 
current  date.  If  today  is  July  4, 
August  does  indeed  come  before 
April.  On  the  other  hand,  if  today  is 
November  11,  April  comes  before 
August.  Since  the  calendar  always 
looks  one  year  into  the  future, 
everything  is  kept  in  order. 

However,  there's  one  case  in 
which  the  pivot  date  can't  be  the 
current  date.  Each  time  the  program 
begins,  it  must  measure  the  time 
lapse  since  its  last  use.  For  example, 
say  that  you  last  used  the  program 
on  August  20,  1985  and  next  use  it 
on  September  4,  1985.  On  the  first 
run  (August  20)  Memo  Diary  uses 
August  20  as  the  pivot.  That  way  an 
event  dated  September  1  is  seen 
ahead  of  another  item  dated  in 
October. 

On  the  second  run  (September 
4)  the  September  1  event  is  report- 
ed as  past  due  and  either  erased 
from  the  calendar  (if  it's  temporary) 
or  moved  ahead  to  September  1  of 
next  year  (if  it's  permanent).  Once 
this  is  done,  the  pivot  date  moves 
forward  to  September  4,  meaning 
that  a  September  1  event  now  be- 
longs after  an  item  dated  in  Octo- 
ber. Don't  worry  if  this  sounds 
confusing:  It  works  out  more  sim- 
ply in  practice  than  in  theory. 

The  day  of  the  week  is  worked 
out  with  a  simple  formula.  If  you 
haven't  seen  it  before,  here's  a  hint 
on  how  it  works.  The  calendar  is 


68     COMPUTEI      December  1 985 


The  Source  Is  Riendly. 


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modified  to  make  March  1  the  first 
day  of  the  "adjusted  year."  This 
way,  leap  year  with  its  extra  Febru- 
ary 29  date  doesn't  break  up  the 
sequence  of  days:  The  extra  leap 
day  just  gets  pasted  onto  the  year's 
end.  Though  the  math  is  a  bit  con- 
voluted, you  may  find  it  interesting 
to  trace  the  logic  of  this  routine  (it 
starts  at  line  2150). 

Expanding  The  Calendar 

Memo  Diary  can  keep  track  of  a 
maximum  of  100  events.  In  practice 
it's  wise  to  limit  the  number  to  80  or 
90  to  leave  room  for  permanent 
events  that  move  automatically 
from  the  front  to  the  back  of  the  list. 
If  you  need  more  than  100  events, 
change  the  L$  value  in  the  DIM 
statement.  Line  150  contains  the 
value  L$(100).  You  can  increase  the 
100  to  whatever  number  you  like, 
but  don't  get  carried  away.  Since 
Memo  Diary  (except  the  Atari  ver- 
sion) uses  string  arrays,  a  very  large 
value  may  cause  garbage  collection 
delays.  There's  no  particular  limit 
to  the  number  of  events  allowed  for 
a  particular  date. 

Program  Notes 

Let's  take  a  look  at  the  program's 
major  features.  Line  90  prepares 
Memo  Diary  to  read  a  file.  The  vari- 
able F  is  a  Boolean  (logical)  variable 
that's  defined  as  true  here,  to  let 
you  read  the  calendar  file  on  a  nor- 
mal run.  When  you  enter  at  line  100 
on  the  first  run,  F  is  false  (like  every 
other  undefined  variable)  and  no 
file  is  read. 

DATA  statements  in  lines 
110-140  hold  the  names  of  the 
months  of  the  year  and  days  of  the 
week;  the  names  are  read  into  the 
arrays  M$  and  W$.  Line  150  dimen- 
sions the  L$  array  for  100  items. 
Lines  230-250  call  for  a  reading  of 
the  calendar  file  if  appropriate.  This 
is  done  in  the  subroutine  at  line 
3010.  When  Memo  Diary  reads  this 
file,  it  detects  and  reports  the  last 
date  the  file  was  used.  Line  260 
asks  for  today's  date;  the  subrou- 
tine at  line  1670  asks  for  and  ac- 
cepts the  date. 

Now  it's  time  to  search  for  due 
and  overdue  events.  Using  the  pre- 
vious date  as  a  pivot,  the  subroutine 
at  line  1960  scans  for  all  events  up 
to  today's  date.  The  program  re- 
ports these  events,  erases  them,  or 
moves  them  ahead  as  needed,  and 

70    COMPUTEI     December  1985 


proceeds  to  the  main  menu.  Line 
680  begins  a  main  activity  loop:  It 
prompts  with  the  menu,  asks  for  a 
choice,  then  goes  to  the  appropriate 
subroutine.  Line  850  lets  you  see 
future  events.  Since  the  pivot  date 
is  now  today,  the  program  scans  to 
the  requested  future  date  to  see 
how  many  events  fall  into  the 
today-to-future-date  range. 

Line  940  lets  you  add  a  new 
event.  After  asking  ANNUAL  OR 
ONE-TIME?  the  program  requests 
the  event's  date  and  then  asks  for 
details.  After  adding  a  year  desig- 
nation to  the  date  of  one-time 
events,  the  new  event  is  inserted 
into  the  proper  sequence.  Line  1210 
lets  you  cancel  an  event.  Memo  Di- 
ary asks  for  a  date  and  then  lists  all 
events  that  match  that  date.  At  line 
1350,  the  program  asks  which 
event  to  delete.  Note  that  the  num- 
ber you  supply  must  be  in  the  cor- 
rect range. 

Line  1450  begins  the  search- 
for-an-event  routine.  After  it  re- 
ceives a  search  string  (PS),  the 
program  looks  for  a  match.  When  it 
scans  through  the  calendar,  it  must 
look  in  different  places  depending 
on  whether  the  event  is  one-time  or 
permanent.  That's  because  one- 
time events  carry  a  year  designa- 
tion, making  their  dates  three 
characters  longer. 

A  Horrible  Mistake? 

Line  1570  handles  the  quit  option; 
the  flag  F9  registers  activity.  If  you 
haven't  changed  any  of  the  data, 
there's  no  need  to  update  the  calen- 
dar file.  Before  scratching  the  old 
file  and  writing  the  new  one,  the 
program  asks  whether  you're 
ready.  That  way,  if  you  made  some 
horrible  mistake,  you  can  cancel  the 
file  update. 

The  main  loop  ends  at  line 
1580  and  is  followed  by  several 
subroutines.  The  routine  starting  at 
line  1590  writes  a  new  calendar  file 
when  appropriate,  and  line  1670 
begins  the  date  input  routine.  The 
date  is  formed  into  a  string  (D8$)  to 
allow  for  easy  searches  or  entry. 
The  subroutine  at  line  1930  reads 
the  calendar  file.  The  first  item  in 
the  file  is  always  the  most  recent 
date  of  use;  the  remaining  data  is 
events. 

The  subroutine  at  line  1960 
scans  all  events  to  see  which  have 
dates  between  the  pivot  date  (D9$) 


and  a  second  date  (D8$).  There  are 
three  dates  involved:  event,  pivot, 
and  the  second  date,  which  makes 
the  comparison  a  bit  messy.  Bool- 
ean variables  keep  everything  in 
order.  Eventually,  the  variable  FO 
indicates  the  date  is  in  range,  and 
the  variable  LO  indicates  when  the 
last  event  is  found  within  the  date 
range. 

The  routine  starting  at  line 
4020  displays  the  information,  on 
the  printer  if  desired.  (TI  users 
should  change  line  4070  to  match 
their  printer  configuration.)  The 
date  is  given  complete  with  the  day 
of  the  week,  and  events  falling  on 
the  same  day  are  grouped  together. 
The  weekday  calculation  begins  at 
line  2150.  The  weekday  variable, 
W,  ranges  from  0  to  6,  so  0  means 
Sunday.  As  written,  this  routine  is 
good  for  years  ranging  from  85 
(1985)  to  84  (2084).  If  you  want  to 
plan  more  than  99  years  in  ad- 
vance, youTl  need  to  modify  the 
routine. 


Program  1 :  Memo  Diary 
Main  Program 

Please  refer  to  instructions  in  ttie  article  before 
entering  ttiis  listing 

90  F={1=1) 

100  GOSUB  2250 

110  DATA  JAN, FEB, MAR, APR, MAY, J 

UN 
120  DATA  JUL, AUG, SEP, OCT, NOV, D 

EC 
130  DATA  SUNDAY, MONDAY, TUESDAY 

.WEDNESDAY 
140  DATA  THURSDAY, FRI DAY, SATUR 

DAY 
150  DIM  M$(12),W9(6),L5(100) 
160  FOR  J=l  TO  12 
17  0  READ  M?(J) 
180  NEXT  J 
190  FOR  J=0  TO  6 
200  READ  WS(J) 
210  NEXT  J 

220  PRINT  "EVENT  CALENDAR" 
230  IF  F=0  THEN  260 
240  C=l 

250  GOSUB  3010 
260  PRINT  "TODAY'S  DATE:" 
270  Y8=Y9 
280  GOSUB  1670 
290  M8>>H 
300  D8=D 

310  IF  M8>=H9  THEN  330 
3  20  y8=Y9+l 
330  IF  He<>M9  OR  D8>=D9  THEN  3 

50 
340  Y8=Y9+1 

350  IF  Y8<=y9  THEN  370 
360  PRINT  "HAPPY  NEW  YEAR" 
3  70  IF  F  THEN  400 
380  PRINT  "YEAR"r 
390  INPUT  Y8 
400  D95=RIGHTS(STRS(100+M9),2) 

+  "/" 
410  D9?=D9$+RIGHT?(STR?(100+D9 
),2) 


420 

430 
440 

450 
460 
470 

480 
490 

500 

510 
520 
530 
540 

550 
560 
570 
580 
590 
600 
610 
620 
630 
640 
650 
660 
670 
680 
690 
700 
710 
720 
730 
740 

750 
760 
770 


IF  F  THEN  440 

D9?=D8$ 

P=(l=l) 

GOSUB  1960 

PRINT  "PAST  EVENTS:  " ; 

IP  L0>  =  0  THEN  500 

PRINT  "NONE" 

GOTO  6  50 

PRINT  L0+1 

GOSUB  4010 

F9=-l 

FOR  J=0  TO  L0 

IF  MID?[L?(J),6,1)="/"  THE 

K  570 

LS(L9)=L5(J) 

L9=L9+1 

NEXT  J 

L8=L0+1 

FOR  J=L8  TO  L9-1 

L?CJ-L8)=L5(J) 

NEXT  J 

L9=L9-L8 

L8=0 

L=L9 

F=0 

F9=0 

D9S=.D8? 

L=L9-L8 

IF  LO0  THEN  710 

PRINT  "NO  FUTURE  EVENTS" 

IF  L=0  THEN  730 

PRINT    L;"     FUTURE    EVENTS" 

PRINT 


PRINT 

S" 

PRINT 

PRINT 

PRINT 


"1.  SEE    FUTURE    EVENT 

'2.  ADD    t?EW    EVENT" 

'3.  CANCEL    EVENT" 

"4.  SEARCH    FOR    EVENT 

"5.  QUIT" 


.YOUR    CHOICE    (1-5 


780  PRINT 
790  PRINT 
800    PRINT 

)"? 
810    INPUT    A 
820    PRINT 
830    ON   A   GOTO    850,940,1210,145 

0,1570 
840    GOTO    730 

850    PRINT    "AHEAD    TO    DATEi" 
855    FL=1 
860    GOSUB    1670 
865    FL=0 
870    GOSUB    1960 
875    IF    D8$=DO$    THEN   L0=L9-1 
880    IF    L0O-1    THEN    910 
890    PRINT    "NO    EVENTS" 
900    GOTO    920 
910    GOSUB   4010 
920    PRINT    L9-L0-1;"    OTHER    FUTU 

RE    EVENTS" 
930    GOTO    730 
940    PRINT     "ANNUAL    OR    ONE-TIME 

[SPACE] (A/O)"; 
950    INPUT    P$ 
960    A=0 

970    P?=LEFT$(P5,1) 
980    IF    P$="0"    THEN    1010 
990    A=l 

1000    IF    P5<>"A"    THEN    730 
1010    GOSUB    1670 

1020    Y?='7"+RIGHTSCSTRS(101+YB 
),2) 

1050  IF    AOl    THEN    1070 

1060  YS="" 

1070  GOSUB  1960 

1080  IF  L9-KL0+1  THEN  1120 

1090  FOR  J=L9-1  TO  L0+1  STEP  - 

1 

1100  LS(J+1)=L?(J) 

1110  NEXT  J 

1120  PRINT  "DETAIL": 

1130  INPUT  LLS 

1140  D8?=DaS+Y5 


1150  DB5=D8S+"  " 

1160  L$(L0+l)''DaS  +  LL5 

1170  L9=L9+1 

1180  L=L9 

1190  F9=~l 

1200  GOTO  680 

1210  PRINT  "CHANGE  WHICH  DATE: 

1220  GOSUB  1670 

1230  L0=-1 

1240  FOR  J=L8  TO  L9-1 

1250  IF  D8$<>LEFTS(L$( J),5)  TH 

EN  1300 

1260  L1=J 

1270  IF  L0O-1  THEN  1290 

1280  L0aJ 

1290  PRINT  J;":  ";L?(J) 

1300  NEXT  J 

1310  IF  L0O-1  THEN  1340 

1320  PRINT  "NO  EVENTS" 

1330  GOTO  730 

1340  PRINT 

1350  PRINT  "  DELETE  WHICH  EVEN 

T  ABOVE"; 

1360  INPUT  A 

1370  IF  A<L0  OR  A>L1  THEN  730 

1380  FOR  J=A  TO  L9-1 

1390  L5(J)=LS(J+1) 

1400  NEXT  J 

1410  L9=L9-1 

1420  F9=-l 

1430  PRINT  "  ...  DELETED" 

1440  GOTO  680 

1450  PRINT  "SEARCH  FOR"; 

1460  INPUT  PS 

1470  P=LEN(P5) 

1480  FOR  J=0  TO  L9-1 

1490  A=7 

1500  IF  HID$(L5(J),6,1)<>"/"  T 

HEN  1520 
1510  A=10 
1520  IF  A+P-1>LEN(L$( J) }  OR  PS 

<>HID5(L$( J) ,A,P)  THEN  15 

40 
1530  PRINT  LS(J) 
1540  NEXT  J 
1550  PRINT  "[4  SPACES lEND  OF  S 

EARCH" 
1560  GOTO  730 
1570  IF  F9<>0  THEN  1590 
1580  END 
1590  PRINT  "READY  TO  WRITE  NEW 

EVENTS  FILE  (Y/N)"; 
1600  INPUT  PS 
1610  IF  LEFTS ( PS, 1)="Y"  THEN  1 

630 

1620  STOP 

1630  D9$=D9S+"/" 

1640  D9?=D9S+RIGHTS(STR$(Y8+10 

0),2) 
1650  C=2 
1660  GOTO  3010 
1670  M=0 

1680  PRINT  "MONTH"; 
1690  INPUT  MM? 
1700  M=VAL(MMS) 
1710  MM?=LEFTS(MMS+"XX",3) 
1720  IF  M=0  THEN  1760 
1730  IF  M<1  OR  M>12  THEN  1670 
1740  PRINT  MS(M) 
1750  GOTO  1810 
1760  FOR  J=l  TO  12 
1770  IF  MM5<>H5(J)  THEN  1790 
1780  H=J 
1790  NEXT  J 

1800  IF  M<1  OR  M>12  THEN  1670 
1810  PRINT  "DAY"; 
1320  INPUT  D 

1830  IF  D<1  OR  D>31  THEN  1670 
1840  D85=RIGHT5(STR5(100+H) ,2) 

+  "/" 
1850  D8?=D85+RIGHT5(STR5{100+D 

),2) 


1860 

Y=Y8 

1865 

IFD8?=D9SANDFL=1THEN1880 

1870 

IF  D8$>=LEFT$(D95,5)  THEN 

1890 

1880 

Y=Y8+1 

1890 

GOSUB  2150 

1900 

IF  LEN(LLS)<=0  THEN  1920 

1910 

PRINT  "( " ;W$(W) ;" )" 

1920 

RETURN 

1930 

C=l 

1940 

GOSUB  3010 

1950 

RETURN 

1960 

LL$=CHR$(255) 

1970 

L0a-1 

1980 

IF  L<>0  THEN  2000 

1990 

RETURN 

2000 

VS=D8?+LL? 

2010 

WW$=D9$ 

2030 

WWS=D9S+LL? 

2040 

F1=(WW5>VS) 

2050 

FOR  J=L8  TO  L9-1 

2060 

F2  =  (L5(0')>WW5) 

2070 

F3=(V5>LS(J)) 

2080 

F0=F2  AND  F3 

2090 

IF  F1=0  THEN  2110 

2100 

F0=F2  OR  F3 

2110 

IF  F0=0  THEN  2130 

2120 

L0=J 

2130 

NEXT  J 

2140 

RETURN 

2150 

IF  Y>=85  THEN  2170 

2160 

Y=Y+100 

2170 

H1=M+1 

2180 

M2=INT{l/Hl+.7) 

2190 

M3=Y-M2 

2200 

H4=M1+12*M2 

2210 

N=INT ( M4*  30 . 600 1 ) +INT ( M3* 

365.25)+D 

2220 

M6=INT(N/7) 

2230 

W=N-7*H6 

2240 

RETURN 

2250 

PRINT  CHRS(147) 

2260 

RETURN 

3000 

REM  INPUT/OUTPUT  ROUTINE 

4000 

REM  PRINT  ROUTINE 

Program  2:  Modifications 
For  Commodore 

For  instructions  on  entering  this  listing  please 
refer  to  "COMPUTEI's  Guide  to  Tvping  In 
Programs"  published  bimonthly  in  computei. 

255  IF  E=0  THEN  260    :rem  164 

256  F=0  :reni  80 
15  75  IFOTKENCLOSE15  :rem  18  7 
3010  FS="EVENTS"  : rem  132 
3020  PRINT "DISK  OR  CASSETTE  (D 

/C)7"  :rem  4 

3030  GETA?:IF((A$<>"C")AND(A?< 
>"D" ) )ORA$=""THEN3030 

:rem  227 
3040  IFA5="D"THEN3060  : rem  120 
3050  D1=0:GS="":GOTO3070 

: rem  13 
3060  F$="@0s"+F?:D1=1  : rem  16 
3070  IFC=2THEN3160  :rem  4 
3080  IFD1=1THENG$=",S,R" 

:reiTi  85 

3090  OPENl, 1+7*01, 8*01, F5+GS:G 

OSUB3220:IFETHENCLOSE1 iGO 

TO3150  :rem  93 

3100  INPUT#1,LL5:D95=LLS:IF  LE 

N(LL5)<>8  THEN  PRINT  LL? ; 

"?";GOTO  3140      :rem  60 

3110  M=VAL(LEFT$(LL5,2)) :D=VAL 

(M1DS(LL?.'1,2)  )  :Y0«VAL(MI 

D?(LL?,7,2))      I  rem  245 

3120  M9=M:D9=D:Y9=Y0:L=0:PRINT 

"LAST  ACCESS:  " ; LL? 

:rem  181 
3130  INPUT#1,L5(L) :L=L+1:IF  ST  | 

December  1985     COMPUTEI     71 


3140 
3150 
3160 

3170 


3180 

3190 

3200 

3210 
3220 
3230 

3240 

3250 
4010 
4020 

4030 

4040 
4050 
4060 
4070 

4080 
4090 

4100 

4110 

4120 

4130 

4140 
4150 

4160 

4170 
4180 


=0  THEN  3130  :rem  34 
CLOSE1:GOSUB3220  : rem  240 
L8=0!L9=L: RETURN  : rem  28 
IFD1=1THENG?=" ,S,W" 

irem  89 
OPENl , 1+7*D1 , 8*D1 , F5+G$ :G 
OSUB3  2  20:IFETHENCLOSE1 :CL 
0SE15:END  : rem  71 

PRINT#l,D9$rCHR5(13) ; 

trem  166 
FORJ=0TOL9-1 :PRrNT#l , L?  ( J 
) ;CHR$(13) ; :NEXTJ  : rem  50 
GOSUB3  220ICLOSE1 iGQSUB322 
0:IFOTHENCLOSE15  : rem  145 
END  :rem  157 

IFD1-0THENRETURN  : rem  71 
IFO=0THENOPEN15,8, 15 :0=1 

:rem  199 
INPUT# 15 , E, B$ ! IFETHENPRIN 
TB5 :CLOSE15iO=0  irem  33 
RETURN  :rem  170 

D5="":P=3  tram  168 
INPUT  "WANT  EVENTS  ON  PRI 
NTER  {Y/N)";P$  : rem  64 
IF  LEFT5{P5.1)<>"Y"  THEN 
{SPACE} 4050  :rem  214 
P=!4  :  rem  137 

OPEN  3,P  :rem  170 

FOR  J=L8  TO  L0    ! rem  219 
IF  D5=LEFT?{L$(J),5)  THEN 
4150  : rem  4 

D5=LEFT?(L5(J),5) :rem  125 
M=VAL(LEFT$(D5,2) ) 

I  rem  241 
D=VAL(MID$(DS,4,2) ) 

:rem  239 
Y=Y8;IF  D5<=D9S  THEN  Y=Y8 


+1 

GOSUB  2150 

PRINT#3,W$(W); 


:rem  234 
:rem  15 

.-rem  180 
PRINT#3,M5(M) rD  : rem  102 
PRINT#3,"{3  SPACES)" rMIDS 
(LS(J),6)  :rem  20 

NEXT  J  rrem  84 

CLOSE  3  I  rem  117 

RETURN  :rem  17  3 


Program  3:  Modifications 
for  Atari 

For  instructions  on  entering  this  listing  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Programs"  publisfied  bimonttily  in  compute!. 

FG  150  DIM  AC  (  10}  ,  De«  (?)  ,  D9$ 
(■?)  ,M«  <3t)  ,  W«<6S)  ,  L»  ( 
100t30) ,LLSI30) ,TE«(4 
)  ,MM« ( 10)  ,P«  (30)  ,  Y« (  1 
0) , V« (30) ,MW« (10) 

EG  155  DIM  D«  (30)  ,  DE»  (3)  ,  FN* 
(15)!W«""  "jW«(63)-W* 
: W« (2) "HCiL*-"  "!L*(3 
000) -L«!L« (2) -L« 


DN  170 


EC  200 


CP  400 


'Pit 


H» ( (J-1) *3+l 


W*  (J«9+l,  (J  +  1 


READ 

J«3)  ■ 

READ 

)  «9)  ■ 

TE«-" " : TE*-STR« ( 100+M 

9)  I  D9S  (1,2) -TE4  (LEN (T 

E«)-1,LEN(TE«) ) !D9»(3 

)  -  "  /  " 
10  410  TE«-="  "1  TE«-STR«  (100  +  D 

93  !  D9»  (4, 5) -TE« (LEN (T 

E«)-l , LEN<TE») ) 
flfl540  IF  L« ( J«30+6, J*30+A)= 

"/"  THEN  570 
JF  550  L«  (L9«30+l,  (L9+1)  «30) 

-L«(Jt30+l,  (J  +  l)*30) 
no  &00  L»  (  (  J-LB)  «30  +  l  ,  (  J-L8  + 

1) *30) -L» ( J«30+l , (J+1 

>  (30) 
KE  970  Pti.p*(  1,1) 


CI  1020 


M   1040 


K  10b0 
FF  11  00 


FK  1  130 


HS  1  135 


AL  1  140 
HC  1150 
GK  1  1&0 


LL  1250 

DL  1290 
AA  1390 

LC  1490 
KK  1500 
IK  1520 

FK  1530 

a  16  10 

PC  1630 

DA  1640 

JO  1710 

«  1740 
CP  1770 

m  1840 

HB  1050 

PP  1B70 
BK  1910 
AK  2000 

GC2030 

IC  2060 

CN  2070 

EB  2800 
FC  3010 

11  3020 
NG  3030 


Y*»" 
YB)  : 
TE«) 
Y*  (  1 
(  100 
(LEN 
) 

Y«  (  1 
L«  (  ( 
30)  = 
30) 
INPU 
>  >20 
20) 
IF  L 
LL«( 
{20 
DBS  ( 
D8»( 
L«  (  ( 
)  >30 
)  t30 
)-LL 
IF  D 
30  +  5 


/" ! TE*-STR* ( 101+ 
Y* (2, 3) -TE* (LEN( 
-ijLEN (TE*) ) 
,  1  )-"/'■  !  TES-STR* 
+YB) : Yt (2, 3) ^TE* 
(TES) -I , LEN (TE*) 

,3)="C3  SPACES>" 
J+1 ) t30+l , ( J+2} « 
L» ( J«30+l ,  (  J  +  1 )  « 

T  LL*: IF  LEN (LL« 
THEN  LL«-LL»(1, 

EN(LL«)<20  THEN 
LENCLL*) +1,20)-" 
SPACES> " 
6,B) =Y* 

9  )  „  ,1  ,. 

L0+1 ) «30+l , (L0+1 

9) -DB*: L« ( (L0+1 

+10, (L0+1 ) »30+29 

* 

a%< >L«(j»30+i , J* 

)  THEN  1300 


PRINT  J} " i   " ; L» ( J»30 

+1 , (J+1 ) «30) 

L«(J»30+1, (J+l)*30)= 

L* ( ( J+1 ) «30+l , (J+2) « 

30) 

REM 

REM 

IF  P»<>L*<J*30+ft, Jt3 

0+A+P-l)  THEN  1540 

PRINT  L* ( J«30+l , ( J+1 

)  *30) 

IF  P* ( 1 , 1 ) -"Y"  OR  P« 

(  1 ,  1 )  =  "y"  THEN  1630 

D9» (LEN (D9«) +1 , LEN (D 

9*)  +1  )  -'■/" 

P«»STR» (YS+100)  r  P-LE 

N(P«) ! P*=P* (P-1,P) 1 D 

9* (LEN (D9«) +1 , LEN (D9 

*) +2) -Pt 

MM* (LEN (MM*) +1,LEN (M 

M*)+2) ""XX" ! MM*-MM« ( 

1,3) 

PRINT  M« ( (M-1 ) «3+l , M 

«3} 

IF  MM*<>M* (Jt3, JI3+2 

)  THEN  1790 

DB*"STR«  {  t00  +  M)  1  DB«-= 

DB« (LEN (DB*)-1 , LEN (D 

at) ) ; DB* (3,3)-"/" 

P«=STR* (100+D) ! DB* (L 

EN(Da*)+l,LEN(DB*)+2 

)=P*  (LEN(P«) -1  ,LEN(P 

*>  ) 

IF  D8*>-=D9«  (  1  ,5)  THE 

N  1B90 

PRINT  "  (  '■  ;  W*  (W»9+l  ,  ( 

W+1 ) «9) ; " > " 

V«-DB*i V* (LEN (V*) +1 , 

LEN(V»>  +LEN (LL«)  ) =LL 

* 

WM«-=D9«:WW*(LEN(WM*) 

+1, LEN (WW*) +LEN (LL*) 

)-LL* 

F2-(L» (J«30+l,  (J  +  1  ) « 

30) >WU*> 

F3-{V«>L*(J«30+1, (J+ 

1 ) «30) ) 

PRINT  CHR*!125) 

POKE  195,0:PRINT  " 

CCLEAR>ENTER  DEVICE 

AND  FILENAME" : PRINT 

"(ie.,  D;EVENTS,DAT> 

:  "  !  INPUT  FN* 

TRAP  3070: IF  C=2  THE 

N  3050 

OPEN  #1 , 4, 0, FN«s INPU 

T  »1;LL*: D9*  =  LL«;  M  =  V 

AL(LL« (1,2)): D=VAL(L 


L» (4,5) ) : Y0-VAL (LL* ( 

7,8)) 
LG  3040  M9-M!  D9  =  D:  Y9  =  Y0:  L  =  0! 

PRINT  "LAST  ACCESS: 

"  iLL* 
DP3042  INPUT  (HjNEilF  NE  TH 

EN  FDR  L-0  TO  NE-1 ! I 

NPUT  #1  ; LL*: L* (LS30  + 

1, (L+l> «30) "LL«:NEXT 
L 
IK3044  TRAP  40000:CLOSE  «1: 

La-0! L9-L! RETURN 
EB  3050  NE-L9:aPEN  »1,8,0,FN 

*:PRINT  #1;D9«;PRINT 
ttl  ;NE 
OF  3060  IF  NE  THEN  FDR  ft  =  0  T 

0  NE-1:PRINT  »1;L*(A 
t30+l,  (A+1 ) «30)  ! NEXT 

A 
KJ3065  CLOSE  «1:END 
KC3070  POKE  B49,li  CLOSE  #l! 

TRAP  40000! IF  PEEK (1 

95)-0  THEN  3010 
DL3080  PRINT  :PRINT  CHR*{2S 

3) S "«  ERROR  " jPEEK ( 1 

95) ; "  »" ! CLOSE  #1 
EI  3090  IF  PEEK  (764)  <255  THE 

N  POKE  764,255:GQT0 

3010 
IIJ3100  GOTO  3090 
JF4010  D*-""  !  DE*-"E:  " 
«J  4020  PRINT  "WANT  EVENTS  D 

N  PRINTER  CY/N) "; 
hi  4030  INPUT  P* 
LK  4040  IF  P«(1,1)<>"Y"  THEN 

4060 
IS  4050  DE»-"P!  " 
OJ  4060  OPEN  #1,8,  0,  DE« 
NN  4070  FOR  J-LS  TO  L0 
FA4080  IF  D«-L«(Jt30+l,  J«30 

+5)   THEN  4150 
»J  4090  D*"L«  (  JJ30  +  1  ,  J»30  +  5) 
NI  4095  M-VAL  (D*  (  1  ,  2)  ) 
BI4100  D  =  VAL  (D«  (4,  5)  ) 
OK  41  10  Y-YB:  IF  D«<i.D9«  THEN 

Y-YB+1 
AP4120  GOSUB  2150 
BD4130  PRINT  «  1  5  W«  (  Wi  9  + 1  ,  (  W 

+  1 ) t9)  ;  "  "  ; 
DA4140  PRINT  #  1  ;  M«  (  (  M- 1  )  »  3  + 

1  ,Mt3)  ;  "  ■';D 
no  4150  PRINT  #1  s  " 

iZ    SPACES> " ! LS (J»30+ 

6,  (  J  +  1  ) «30) 
FE4160    NEXT    J 
JS4170     CLOSE     #1 
fll41S0     RETURN 


Program  4:  Modifications 
For  Apple 

For  instructions  on  entering  this  listing  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Programs"  published  bimonttily  in  compute'. 

H    105    DD*    =    CHR*     (4) sit    =    CHR* 

(9) 
31   2250    HOME 
9<   3010    F%    =    "EVENTS" 
74   3020    PRINT    DD*; "OPEN    ";F« 
FS   3030    IF    C    =    2    THEN    30B0 
3C  ,3040    PRINT    DO*;  "READ    ";F*:     IN 
PUT    LL*!D9«    -    LL«i     IF    LE 
N     (LL*)     <     >    B    THEN    PRINT 
LL«5 "?":     GOTO    3050 
Fft   3050    M    =    VAL     (    LEFT*     (LL*,2)) 
:D    ■=    VAL     (    MID*     (LL*,4,2 
) ) iY0    -    VAL     (    MID*     (LL*, 
7,2)):M9    -    Ml 09    -    D:Y9    ■» 
Y0:L    -    0:     PRINT    "LAST    A 
CCESS:     ";LL« 
DA   3060    INPUT    L*(L)J     IF    L4  (L)     < 
>    "EOF"    THEN    L    =    L    +    1: 


72     COMPUTEI      December  1985 


GOTO  30i0 
74  3070  L*<L)  =  "":LB  =  0:L9  =  L 

:  GOTO  3090 
42  30B0  PRINT  DD«; "WRITE  "jF*:  P 
RINT  D9*:  FOR  J  =  0  TO  L 
9  -  1:  PRINT  L»(J>s  NEXT 
J:  PRINT  "EOF" 
iA  3090  PRINT  DD4; "CLOSE  ";F»:  I 

F  C  =  2  THEN  END 
B3  3100  RETURN 

F8  4010  PRINT  :D»  =  "":  INPUT  "W 
ANT  EVENTS  ON  PRINTER  (Y 
/N)  ";P«:  IF  LEFT*  (PS,  1 
)  <  >  "Y"  THEN  4030 
£4  4020  PRINT  DD*;"PR4tl":  PRINT 

I«! "80N" 
iD  4030  FDR  J  =  L8  TO  L0:  IF  D« 
=  LEFT*. (L« (J) ,5)  THEN  4 
060 
8S  4040  D«  =  LEFT*  (L*(J),5):M  = 
(  LEFT*  (D*,2>>;D  - 
(  MID*  (D«,4,2)):Y 

IF  0* 
YS  +  1 


D9«  THEN 


PRINT  MS(U); 
MID*  (L*<J) 


VAL 

VflL 

=  Y8 

Y  - 

lA  4050  eOSUB  2150 

"  ";M«<M)}" 
B9  4060  PRINT  " 

,6>:  NEXT  J 
Bi  4070  PRINT  :  IF  LEFT*  (P«,  1 ) 

r=  "¥"  THEN  PRINT  DD«;  "PR 

#0" 
F4  4080  RETURN 


Program  5:  Modifications 
For  IBM  PC/PCjr 

For  instructions  on  entering  this  listing  pieose 
refer  to  "COMPUTE!';  Guide  to  Typing  In 
Programs"  publistied  bimonthly  in  compute', 

rx    105  WIDTH  B0:KEY  DFF:DEF  SEE= 
0:PDKE  1047, PEEK (1 047 >  OR 
64 

ND  2250  CLS 

FD  3010  ON  ERROR  GOTO  3100 
«A  3020  F«-="EVENTS":  INPUT  "ENTER 
DRIVE  tt  (IE.  ,  A)  :  "  ;  FF* 

:F*=FF«+": "+Ft 
£E  3030  IF  C=2  THEN  30B0 
OK  3040  OPEN  F«  FOR  INPUT  AS  #1: 

INPUT  «1,LL*:D9«=LL$: IF 

LEN(LL*)<>a  THEN  PRINT  L 

L$; "?":GOTO  3070 
6E  3050  M=VAL(LEFT« (LL*,2) ) :D=Vfl 

L(MID«(LL«,4,2> ) : Y0=VAL ( 

MIDt(LL«,7,2> ) :M9=M:D9=D 

!Y9=Y0:L=0: PRINT  "LAST  A 

CCESSs  ";LL« 
FN  3060  INPUT  #1,L*(L) :L=L+1: IF 

EOF(1)=0  THEN  3060 
Pfl  3070  CLOSE  #1:0N  ERROR  GOTO  0 

: LB=0 : L9=L : RETURN 
C6  3080  OPEN  F«  FOR  OUTPUT  AS  #1 

: PRINT  #1,D9«:FDR  J=0  TO 
L9-1:PRINT  »1,LS(J) 
NB  3090  NEXT  J : CLOSE  #1:DN  ERROR 

GOTO  0:END 
EC  3100  CLOSE  #1:PRINT  "DISK  ERR 

OR  *";ERR; "OCCURRED. "iPR 

INT  "TRY  AGAIN, " 
HH  3110  PRINT:PRINT  "HIT  A  KEY  T 

D  CONTINUE" 
FK  3120  A*=INKEY*!lF  At=""  THEN 

3120 
JS  3130  RESUME  3020 
CJ  4010  ON  ERROR  GOTO  4090 
BA  4020  D$="": INPUT  "WANT  EVENTS 

ON  PRINTER  (V/N) " ; P« 
PO  4030  IF  LEFT«(P«,1>="Y"  THEN 

OPEN  "LPTl:"  FOR  OUTPUT 

AS  *i    ELSE  OPEN  "SCRN:" 

FOR  OUTPUT  AS  #1 


CH  4040  FDR  J=La  TO  L0:IF  D»=LEF 

T«(L*(J) ,5)  THEN  40B0 
EP  4050  D«=LEFT«(L«(J) ,5) :M=VAL( 

LEFT*  (D*,  2)  )  :D=VAL(mD*( 

D*,4,2) ) 
JJ  4060  Y=Ya: IF  D*<=D9*  THEN  V=V 

8+1 
a  4070  GOSUB  2150:PRINT  4tl,W«(W 

) ; "  ";:PRINT  «1,M*(M) ;D 
PL  4080  PRINT  #1,"    ";MIDt<L«(J 

),6>:NEXT  J ! CLOSE  #1:DN 

ERROR  GOTO  0: RETURN 
iC  4090  CLOSE  #1:PRINT  "PRINTER 

ERROR  #";ERR;  "OCCURRED. '■ 

: PRINT  "TRY  AGAIN. " 
HF  4100  PRINTsPRINT  "HIT  A  KEY  T 

0  CONTINUE" 
E6  4110  A*=INKEY«:IF  A«=""  THEN 

4110 
KL  4120  RESUME  4020 


Program  6:  Modifications 
For  TI-99/4A 

330  IF  (ri8<>M9)  + (De>-D9)  THE 

N  350 
400  TE*"STR* ( 100+M9) 
405  D9»=SEG* <TE«,LEN (TE*) -1 

,  2  )  «<  "  /  " 
410  TE*=STR* ( 100+D9) 
415  D9«=D9*&SEG* (TE4, LEN (TE 

*) -1 , 2) 
540  IF  SEG*  CL*  <  J  )  ,  6,  1  )  ="/'■ 

THEN  570 
B75  IF  DB*<>D9»  THEN  880 
876  L0-L9-i 
970  P»«SES*(P*, 1,1) 
1020  TE*>=STR*  (  101+Ya) 
1025  Y»-"/"!<SEG«  <TE«,  LEN  (TE 

«)-l , 2) 
1040  TE»-STR* ( 100+YB) 
1045  Y«="/"I<SEG*  (TE*,  LEN  (TE 

*) -1 , 2> 
1140  DB«  =  DB*!tY« 
1150  DBS-DBti"  " 
1160  L* (L0+1 ) =DB*&LLt 
1250  IF  D8*< >SEG* (L« ( J) , 1 , 5 

)THEN  1300 
1370  IF   (A<L0)+<A>L1 JTHEN  7 

30 
1500  IF  SEG* (L* ( J > , 6, 1 ) <>"/ 

"  THEN  1520 
1520  IF   (A+P-1 >LEN (L»(J ) ) ) + 

{P*<>SEG«(L*(J>,A,P))T 

HEN  1540 
1610  IF  SEE* <P», 1 , 1 > ="Y"  TH 

EN  1630 
1630  D9*  =  D9«!<"/" 
1640  TE*=STR» ( Y8+100) 
1645  D9*  =  D9»!<SeG»  (TE*,LEN  (T 

E*)-l , 2) 
1710  MM*  =  SEG«  (MM*&"XX" ,  1  ,  3) 
1730  IF   (M< 1 ) + (M>12> THEN  16 

70 
1300  IF   (M< 1 ) + (M>12) THEN  16 

70 
1830  IF   (D< 1 > + (D>31 > THEN  16 

70 
1B40  TE«'=STR«(  100+M) 
1845  De*=SEG« (TE*, LEN (TE*) - 

1  ,  2  )  St "  /  " 
1850  TE«-STR* ( 100+D) 
18S5  DB*-DB**iSEG*  (TE*,  LEN<T 

E«) -1,2) 
1865  IF  (DB*-D9*) » (FL-1 (THE 

N  1880 
1B70  IF  -D8*>-SEG«  (D9*,  1 , 5) T 

HEN  1890 
1960  LL*-CHR*  (127) 
2000  V«oI}B«&LL« 


2030  WWS-D9«&LL« 

2080  F0-F2*F3 

2100  F0-F2+F3 

2250  CALL  CLEAR 

3010  F«»="EVENTS" 

3020  PRINT  "DISK  OR  CASSETT 

E   (D/C)?" 
3030  CALL  KEY(0,K,S) 
3040  IF  3=0  THEN  3030 
3050  A»-CHR*(K) 
3060  IF   (A«<>"C" ) » ( A«<>"D" ) 

THEN  3030 
3070  IF  A*»"D"  THEN  3100 
3080  D*-"CSl" 
3090  GOTO  3110 
3100  D*-"DSK1 . "&F* 
3110  IF  C-2  THEN  3320 
3120  OPEN  «1 :D*, INTERNAL, IN 

PUT  .FIXED 
3130  INPUT  *lsLL* 
3135  D9»=LL« 
3140  IF  LEN<LLS)°8  THEN  317 

0 
3150  PRINT  LL*; "?" 
3160  GOTO  3280 
3170  M-VAL (SEB* (LL*, 1 , 2) ) 
3180  D-VAL (SEG* (LL*, 4,2) ) 
3190  Y0-VAL (SEB*(LL», 7, 2) ) 
3200  f19»M 
3210  D9-D 
3220  Y9-Y0 
3230  L-0 
3240  PRINT  "LAST  ACCESS:   "; 

LL* 
3250  INPUT  #1:L*(L) 
3260  IF  L»(L>-"EOF"  THEN  32 

75 
3270  L-L+1 
3272  GOTO  3250 
3275  L»<L)""" 
3277  L=L-1 
3280  CLOSE  #1 
3290  L8-0 
3300  L9-L 
3310  RETURN 
3320  OPEN  «1  : D*,  INTERNAL, QU 

fPUT, FIXED 
3330  PRINT  #1:09* 
3340  FOR  J-0  TO  L9-1 
3350  PRINT  «1:L*(J) 
3360  NEXT  J 
3365  PRINT  #1: "EOF" 
3370  CLOSE  #1 
3380  END 
4010  D*="" 
4020  DE-1 
4030  INPUT  "WANT  EVENTS  ON 

PRINTER  (Y/N)   ":P* 
4040  IF  SEG* (P«, 1 , 1 ) <>"N"  T 

HEN  4070 
4050  DE=0 
4060  GOTO  4060 
4070  OPEN  «1 ! "RS232/2. BA=96 

00. DA"8. PA=N" 
40B0  FOR  J=La  TO  L0 
4090  IF  D*=SE6* (L* (J) , 1 , 5)T 

HEN  4190 
4100  D«=SEB* (L* ( J ) , 1 , 5) 
4110  M  =  VAL  (SEG* (D«,  1  , 2)  ) 
4120  D=VAL (SEG* (D», 4, 2) ) 
4130  V=Y8 

4140  IF  D*>D9«  THEN  4  160 
4150  Y=YB+1 
4160  GOSUB  2150 
4170  PRINT  «DE;W«(W)!"  "; 
4180  PRINT  #DE;M*(M);D 
4190  PRINT  «DE:"C3  SPACES>" 

;SEG«  (L*(J)  , 6, LEN (L* (J 

)  )  ) 
4200  NEXT  J 

4210  IF  DE=0  THEN  4230 
4220  CLOSE  #DE 
4230  RETURN  © 


December  1985     COMPOTEI      73 


The  New  MLX 

Enhanced  Machine  Language  Editor 
For  The  Commodore  64 


Ottis  R,  Cowper,  Technical  Editor 


This  significantly  improved  version  of 
COMPUTE!'s  "MLX"  Utility  will  help 
you  enter  machine  language  program 
listings  without  typos.  It's  more  fool- 
proof than  the  old  MLX  and  is  easier 
to  use,  too — especially  for  beginners. 
The  new  MLX  is  required  to  enter  all 
machine  language  programs  published 
in  COMPUTE!  for  the  Commodore  64, 
starting  with  "Balloon  Crazy"  in  this 
issue. 


Since  its  initial  publication  in  the 
December  1983  issue  of  COMPUTE!, 
our  "MLX"  machine  language  edi- 
tor has  helped  thousands  of  readers 
type  in  dozens  of  ML  programs 
with  a  minimum  of  problems.  MLX 
detects  most  common  typing  mis- 
takes as  they're  made.  However, 
your  growing  appetite  for  high- 
quality  programs  is  leading  us  to 
publish  longer  and  longer  listings. 
Such  programs  demand  a  more  effi- 
cient entry  system,  so  this  month 
we're  introducing  a  new  MLX  with 
important  enhancements: 

•  A  much  more  compact  for- 
mat. With  each  line  of  a  new  MLX 
listing,  you  enter  eight  bytes  of  data 
with  18  keystrokes,  as  opposed  to 
only  six  bytes  of  data  in  21  key- 
strokes when  using  the  original 
MLX,  This  means  you  can  enter 
machine  language  programs  with 
40  percent  less  typing. 

•  A  more  sophisticated  check- 


sum scheme.  Transposition  errors 
that  could  slip  past  the  original 
MLX  are  caught  by  this  version. 
Typing  mistakes  are  now  virtually 
impossible. 

•  A  buffer  (reserved  area  of 
memory)  that  holds  the  data  you 
enter  instead  of  direct  storage  in 
memory.  This  means  that  you'll 
never  again  have  to  worry  with 
those  bothersome  POKEs  that  were 
sometimes  necessary  to  reconfigure 
memory  before  using  the  old  MLX. 

Hexadecimal  Checksums 

Type  in  and  save  a  copy  of  the  new 
MLX.  You'll  need  it  for  all  future 
machine  language  programs  in 
COMPUTE!,  as  well  as  ML  programs 
in  our  companion  magazine,  COM- 
PUTE!'s  GAZETTE,  and  COMPUTE! 
books. 

When  you're  ready  to  enter  an 
ML  program,  load  and  run  the  new 
MLX.  It  asks  you  for  a  starting  ad- 
dress and  ending  address.  These 
addresses  appear  in  the  article  ac- 
companying the  MLX-format  pro- 
gram listing  you're  typing.  If  you're 
unfamiliar  with  machine  language, 
the  addresses  (and  all  other  values 
you  enter  in  MLX)  may  appear 
strange.  Instead  of  the  usual  deci- 
mal numbers  you're  accustomed  to, 
these  numbers  are  in  hexadecimal — 
a  base  16  numbering  system  com- 
monly used  by  ML  programmers. 
Hexadecimal — hex    for   short — in- 


cludes the  numerals  0-9  and  the 
letters  A-F.  But  don't  worry — even 
if  you  know  nothing  about  ML  or 
hex,  you  should  have  no  trouble 
using  the  new  MLX. 

After  you  enter  the  starting 
and  ending  addresses,  MLX  offers 
the  option  of  clearing  the  work- 
space. Choose  this  option  if  you're 
starting  to  enter  a  new  listing.  If 
you're  continuing  a  listing  that's 
partially  typed  from  a  previous  ses- 
sion, don't  choose  this  option. 

It's  not  necessary  to  know 
more  about  this  option  to  use  MLX, 
but  here's  an  explanation  if  you're 
interested:  When  you  first  run 
MLX,  the  workspace  area  contains 
random  values.  Clearing  the  work- 
space fills  it  with  zeros.  This  makes 
it  easier  to  find  where  you  left  off  if 
you  enter  the  listing  in  multiple 
sittings.  However,  clearing  the 
workspace  is  useful  only  before  you 
first  begin  entering  a  listing;  there's 
no  need  to  clear  it  before  you  reload 
to  continue  entering  a  partially 
typed  listing.  When  you  save  your 
work  with  the  new  MLX,  it  stores 
the  entire  contents  of  the  data  buff- 
er. If  you  clear  the  workspace 
before  starting,  the  incomplete  por- 
tion of  the  listing  is  filled  with  zeros 
when  saved  and  thus  refilled  with 
zeros  when  reloaded.  If  you  don't 
clear  the  workspace  when  first 
starting,  the  incomplete  portion  of 
the  listing  is  filled  with  random 


74    COMPUTEI     December  1985 


data.  Whether  or  not  you  clear  the 
workspace  before  you  reload,  this 
random  data  will  refill  the  unfin- 
ished part  of  the  listing  when  you 
load  your  previous  work.  The  rule, 
then,  is  to  use  the  clear  workspace 
feature  before  you  begin  entering 
data  from  a  listing,  and  not  bother 
with  it  afterward. 

At  this  point,  MLX  presents  a 
menu  of  commands: 

Enter  data 
Display  data 
Load  data 
Save  file 
Quit 

You  no  longer  have  to  remem- 
ber SHIFT  command  keys  as  in  the 
original  MLX.  Instead,  just  press  the 
letter  of  a  menu  option.  These  com- 
mands are  available  only  while  the 
menu  is  displayed.  You  can  get 
back  to  the  menu  from  most  op- 
tions by  pressing  RETURN  with  no 
other  input. 

Entering  A  Listing 

To  begin  entering  data,  press  E. 
You'll  be  asked  for  the  address  at 
which  you  wish  to  begin  entering 
data.  (If  you  pressed  E  by  mistake, 
you  can  return  to  the  command 
menu  by  pressing  RETURN.)  When 
you  begin  typing  a  listing,  you 
should  enter  the  starting  address 
here.  If  you're  typing  in  a  long  list- 
ing in  multiple  sittings,  you  should 
enter  the  address  where  you  left  off 
typing  at  the  end  of  the  previous 
session.  In  any  case,  make  sure  the 
address  you  enter  corresponds  to 
the  address  of  a  line  in  the  MLX 
listing.  Otherwise,  you'll  he  unable 
to  enter  the  data  correctly. 

After  you  enter  the  address, 
you'll  see  that  address  appear  as  a 
prompt  with  a  nonblinking  cursor. 
Now  you're  ready  to  enter  data. 

To  help  prevent  typing  mis- 
takes, only  a  few  keys  are  active 
while  you're  entering  data,  so  you 
may  have  to  unlearn  some  habits. 
The  new  MLX  listings  consist  of 
nine  columns  of  two-digit  num- 
bers— eight  bytes  of  data  and  a 
checksum: 

€000  :A9  0C  SD  15  D0  A9  FF  3D  1.7 

C008:3B  63  8D  3C  63  A9  01.  8D  C6 

C010:01  58  A9  00  8D  33  63  20  7D 

C018:0D  C5  20  CI  CB  A9  FF  8D  43 

You  do  not  type  spaces  be- 
tween the  columns;  the  new  MLX 
automatically  inserts  these  for  you. 


You  do  not  press  RETURN  after  typ- 
ing the  last  number  in  a  line;  the 
new  MLX  automatically  enters  and 
checks  the  line  after  you  type  the 
last  digit.  The  only  keys  you  need 
for  data  entry  are  0-9  and  A-F. 
Pressing  most  of  the  other  keys 
generates  a  warning  buzz. 

To  correct  typing  mistakes 
before  finishing  a  line,  use  the 
INST/DEL  key  to  delete  the  char- 
acter to  the  left  of  the  cursor.  (The 
cursor-left  key  also  deletes.)  If  you 
mess  up  a  line  really  badly,  press 
CLR/HOME  to  start^he  line  over. 

The  RETURN  key  also  is  ac- 
tive, but  only  before  any  data  is 
typed  on  a  line.  Pressing  RETURN 
at  this  point  returns  you  to  the  com- 
mand menu.  After  you  type  a  char- 
acter of  data,  the  new  MLX  disables 
RETURN  until  the  cursor  returns  to 
the  start  of  a  line.  Remember,  you 
can  press  CLR/HOME  to  quickly 
get  to  a  line  number  prompt. 

Beep  Or  Buzz? 

After  you  type  the  last  digit  in  a 
line,  MLX  calculates  a  checksum  of 
the  line  number  and  the  first  eight 
columns  of  data,  then  compares  it 
with  the  value  in  the  ninth  column. 
The  formula  (found  in  lines  370-390 
of  the  MLX  program)  catches  al- 
most every  conceivable  typing  er- 
ror, including  the  transposition  of 
entire  numbers  that  the  original 
MLX  could  miss.  If  the  values 
match,  you'll  hear  a  pleasant  beep, 
the  data  is  added  to  the  workspace 
area,  and  the  prompt  for  the  next 
line  of  data  appears  (unless  the  line 
just  entered  was  the  last  line  of  the 
listing — in  which  case  you'll  auto- 
matically advance  to  the  Save  op- 
tion). But  if  MLX  detects  a  typing 
error,  you'll  hear  a  low  buzz  and 
see  an  error  message.  Then  MLX 
redisplays  the  line  for  editing. 

To  edit  a  line,  move  the  cursor 
left  and  right  using  the  normal  cur- 
sor controls.  (The  INST/DEL  key 
now  works  as  an  alternative  cursor- 
left  key.)  You  cannot  move  left  be- 
yond the  first  character  in  the  line. 
If  you  try  to  move  beyond  the  right- 
most character,  you'll  reenter  the 
line. 

To  make  corrections  in  a  mis- 
typed line,  compare  the  line  on  the 
screen  with  the  one  printed  in  the 
listing,  then  move  the  cursor  to  the 
mistake  and  type  the  correct  key. 


During  editing,  RETURN  is  active; 
pressing  it  tells  MLX  to  recheck  the 
line.  You  can  press  the  CLR/HOME 
key  to  clear  the  entire  line  if  you 
want  to  start  from  scratch,  or  if  you 
want  to  get  to  a  line  number  prompt 
to  use  RETURN  to  get  back  to  the 
menu. 

Other  IMLX  Functions 

The  Display  data  option  lets  you 
review  your  work.  Unlike  the  origi- 
nal MLX,  the  new  MLX  calculates 
and  displays  checksums  for  each 
line.  Thus,  a  quick  way  to  check 
your  typing  is  to  compare  the 
reverse  video  checksums  on  the 
screen  with  the  data  in  the  right- 
most column  of  the  printed  listing. 
If  the  values  match,  you  can  be 
confident  that  the  line  is  entered 
correctly. 

When  you  select  D,  you'll  be 
asked  for  a  starting  address.  (As 
with  the  other  menu  options,  press- 
ing RETURN  at  this  point  takes  you 
back  to  the  command  menu.)  When 
entering  an  address,  make  sure  it 
corresponds  to  the  address  of  a  line 
from  the  listing.  Otherwise,  the 
checksums  will  be  meaningless. 
You  can  pause  the  scrolling  display 
by  pressing  the  space  bar.  (MLX 
finishes  printing  the  current  line 
before  halting.)  To  resume  scroll- 
ing, press  the  space  bar  again.  The 
display  continues  to  scroll  until  the 
ending  address  is  reached,  then  the 
menu  reappears.  To  break  out  of  the 
display  and  return  to  the  menu 
before  the  ending  address  is  reached, 
press  RETURN. 

The  Save  and  Load  menu  op- 
tions are  straightforward.  First, 
MLX  asks  for  a  filename.  (Again, 
pressing  RETURN  at  this  prompt 
without  entering  anything  returns 
you  to  the  command  menu.)  Next, 
MLX  asks  you  to  press  either  T  or  D 
for  tape  or  disk.  If  you  notice  the 
disk  drive  starting  and  stopping 
several  times  during  a  load  or  save, 
don't  panic;  MLX  opens  and  reads 
from  or  writes  to  the  file  instead  of 
using  the  usual  LOAD  and  SAVE 
commands,  so  this  behavior  is  nor- 
mal. Disk  users  should  also  note 
that  the  drive  prefix  0:  is  automati- 
cally added  to  the  filename  (line 
750),  so  this  should  not  be  included 
when  entering  the  name.  (This  also 
precludes  the  use  of  (S)  with  for 
Save-with-Replace,  so  remember  to 


December  1985     COMPUTEI      75 


give  each  version  you  save  a  differ- 
ent name.) 

Remember  that  MLX  saves  the 
entire  workspace  area  from  the 
starting  address  to  tlie  ending  ad- 
dress, so  tlie  save  or  load  may  tal<e 
longer  than  you  might  expect  if 
you've  entered  only  a  small  amount 
of  data  from  a  long  listing.  When 
saving  a  partially  completed  listing, 
make  sure  to  note  the  address 
where  you  stopped  typing  so  you'll 
know  where  to  resume  entry  when 
you  reload. 

Error  Alert 

MLX  reports  any  errors  detected 
during  the  save  or  load.  Tape  users 
should  bear  in  mind  that  the  Com- 
modore 64  is  never  able  to  detect 
errors  when  saving  to  tape.  The 
new  MLX  also  has  three  special 
load  error  messages: 

•  INCORRECT  STARTING 
ADDRESS.  This  means  the  file 
you're  trying  to  load  does  not  have 
the  starting  address  you  specified 
when  you  ran  MLX.  If  you  feel  cer- 
tain you're  trying  to  load  the  right 
file,  exit  and  rerun  MLX,  being  care- 
ful to  enter  the  correct  starting 
address. 

■  LOAD  ENDED  AT  address. 
This  means  the  file  you're  trying  to 
load  ends  before  the  ending  ad- 
dress you  specified  when  you  start- 
ed MLX.  If  you  feel  certain  that 
you've  loaded  the  right  file,  exit  and 
rerun  MLX,  being  careful  to  enter 
the  correct  ending  address. 

•  TRUNCATED  AT  ENDING 
ADDRESS.  This  means  the  file 
you're  trying  to  load  extends  be- 
yond the  ending  address  you  speci- 
fied when  you  started  MLX.  If  you 
feel  certain  that  you've  loaded  the 
right  file,  exit  and  rerun  MLX,  being 
careful  to  enter  the  correct  ending 
address. 

The  Quit  menu  option  has  the 
obvious  effect — it  stops  MLX  and 
enters  BASIC  at  a  READY  prompt. 
Since  the  RUN/STOP  key  is  dis- 
abled, Q  lets  you  exit  the  program 
without  turning  off  the  computer. 
(Of  course,  RUN/STOP-RESTORE 
also  gets  you  out.)  If  you  choose 
this  option,  MLX  asks  for  verifica- 
tion. Press  Y  to  exit  to  BASIC,  or 
any  other  key  to  return  to  the 
menu.  After  quitting,  you  can  type 
RUN  again  and  reenter  MLX  with- 


out losing  your  data,  as  long  as  you 
don't  use  the  clear  workspace  option. 

The  Finished  Product 

When  you've  finished  typing  all  the 
data  for  an  ML  program  and  saved 
your  work,  you're  ready  to  see  the 
results.  Unlike  the  original  MLX, 
this  version  keeps  the  data  in  a 
temporary  holding  area  rather  than 
in  its  final  resting  place  in  memory, 
so  you  must  always  save  the  fin- 
ished program  with  MLX  and  then 
reload  it  from  BASIC  with  a  stan- 
dard LOAD  command. 

The  instructions  for  loading 
the  finished  product  varies  from 
program  to  program.  Some  ML  pro- 
grams are  designed  to  be  loaded 
and  run  like  BASIC  programs,  so  all 
you  need  to  type  is  LOAD  "file- 
name",8  for  disk  or  LOAD  "file- 
name" for  tape,  and  then  RUN. 
(Such  programs  usually  have  0801 
as  their  MLX  starting  address.)  Oth- 
ers must  be  reloaded  to  specific  ad- 
dresses with  a  command  such  as 
LOAD  "filename", 8,1  for  disk  or 
LOAD  "filename", 1,1  for  tape,  then 
started  with  a  SYS  to  a  particular 
memory  address.  (On  the  Commo- 
dore 64,  the  most  common  starting 
address  for  such  programs  is  49152, 
which  corresponds  to  MLX  address 
COOO.)  In  either  case,  you  should 
always  refer  to  the  article  which 
accompanies  the  ML  listing  for 
information  on  loading  and  run- 
ning the  program. 

An  Ounce  Of  Prevention 

By  the  time  you  finish  typing  in  the 
data  for  a  long  ML  program,  you'll 
have  several  hours  invested  in  the 
project.  Don't  take  chances — use 
our  "Automatic  Proofreader"  to 
type  the  new  MLX,  and  then  test 
your  copy  thoroughli/  before  first 
using  it  to  enter  any  significant 
amount  of  data.  Make  sure  all  the 
menu  options  work  as  they  should. 
Enter  fragments  of  the  program 
starting  at  several  different  address- 
es, then  use  the  Display  option  to 
verify  that  the  data  has  been  en- 
tered correctly.  And  be  sure  to  test 
the  Save  and  Load  options  several 
times  to  ensure  that  you  can  recall 
your  work  from  disk  or  tape.  Don't 
let  a  simple  typing  error  in  the  new 
MLX  cost  you  several  nights  of  hard 
work. 


The  New  MLX  For 
Commodore  64 

For  instrucl'ions  on,  entering  this  listing,  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Programs"  published  bimonthly  in  COMPUTEi. 


100 
110 

120 

130 

140 

150 

160 


170 

180 
190 

200 

210 

220 

230 

240 

250 
260 

270 

280 


290 
300 

310 


320 


330 


PRINT" 
Gg43"r 
B 1040  I 
PRINT" 


POKE  56,50:CLR:DIM  IH5,I,J 
,A,B,A$,B?,AC7),N5  :rem  34 
C4=48 : C5= 1 6 :C7=7:Z 2=2:2  4=2 
54:25=2  55:Z6=2  56:Z7=12  7 

srem  2  3G 
FA=PEEK(45)+Z6*PEEK(46) : BS 
=PEEK(S5)+Z6*PSSK(56);H5=" 
0123456789AaCDEF"  :rem  118 
R5=CHR$(L3) :L5="{LEFT}" :S? 
="  ":D?=CHR?(20} ;Z5=CHR$(0 
):T?="il3  RIGHT)"  : rem  173 
SD=54272:FOR  I=SD  TO  SD+23 
:POKE  I,0:NEXT:POKE  SD+24, 
15:P0KE  788,52  : rem  194 
PRINT" (CLR) "CUR? (142 )CHR5 ( 
8): POKE  53280, 15;P0KE  5328 
1,  15  ;rem  104 

PRINT  T?"  {REDHRVSJ 
{2  SPACES} §8  @3f2  SPACES]" 
SPC(28)"(2  SPACES) (off] 

(blu)  hlx  II  (redHrvs) 

{2  SPACES} "SPC( 28)" 
{12  SPACES) [BLU)"  jrem  121 
PRINT" (3  DOWN) {3  SPACES} CO 
MPUTEl'S  MACHINE  LANGUAGE 
[SPACE) EDITOR [3  DOWN}" 

: rem  135 
[BLK}STARTING  ADORES 
:GOSUB300:SA=AD:GOSU 
IF  F  THENia0:rem  113 
{BLK)(2  SPACES}ENDIN 
G  ADDRESSE48"? :GOSUB300:£A 
=AD:GOSUB1030:IF  F  THEN190 
:rem  173 
INPUT" (3  down) (BLK) CLEAR  W 
ORKSPACE  CY/N]B43",-A5;IF  L 
EFT$ ( A$, 1 ) <> "Y"THEN220 

:  rem  9 
PRINT" {2  DOWN) {BLU}WORKING 
. . . "; :F0R1=BS  TO  BS+EA-SA+ 
7: POKE  I, 0: NEXT: PRINT" DONE 
"  : rem  139 

PRINTTAB(10) "{2  DOWN)fBLK} 
(RVS)  HLX  COMMAND  MENU 
(D0WN}i4i":PRINT  TS"(RVS)E 
{OFF Inter  data"     :rem  62 
PRINT  T?"{hVS}D{OFF}ISPLAY 

DATA": PRINT  T5"(RVS)L 
{OFFJOAD  DATA"  :rem  19 
PRINT  T?" [RVS)S{0FF}AVE  FI 
LE":PRINT  T?" £rVS}Q(OFF}UI 
T{2  DOWNJ{BLK)"  ;rem  238 
GET  A?: IF  A5=N5  THEN250 

:rem  127 
A=0sFOR  1=1  TO  5: IF  A5=MID 
5( "EDLSQ",I, IJTHEN  A=I : 1=5 
:rem  42 
NEXT:ON  A  GOTO420, 610, 690, 
700, 280!GOSUB1060:GOTO250 

; rem  97 
PRINT" {RVS}  QUIT  ": INPUT" 
(DOWN3^4iARE  YOU  SURE  [Y/N 
]";A5:IF  LEFTS (A$, 1 )<> "Y"T 
HEN220  :rem  189 

POKE  SD+24, 0: END  : rem  95 
IN?=N5 : AD=0 : INPUTIN? : IFLEN 
(IN?)  0  4THENRETURN  : rem  31 
a9=IN?:GOSUB320:AD=A:B5=HI 
DS{IN?,3) :GOSUB320:AD=AD*2 
56+A;RETURN  :rem  225 
A=0:FOR  J=l  TO  2:A?=MID?(B 
5 , J , 1 ) : B=ASC { A? ) -C4+ ( A?  > " 0 
")*C7:A=A*C6+B  :rem  143 
IF  B<0  OR  B>15  THEN  AD=0:A 
=-l:J=2  :rem  132 


76  COMPUTEI  December  1985 


340  NEXT:RETUKN         : rem  240 
350  B=INT{a/g6) :PRINT  HID?(H5, 

D+1, I) ; :B=A-B*C6:PRINT  MID 

S(H5,B+1,1) ; :RETURS:rem  42 
3  60  A=INT(AD/Z6) :GOSUB350 : A=AD 

-A*Z6:GOSUD3  50:PRINT" : " ; 

irem  32 
370  CK=INT(AD/Z6) :CK=AD-Z4*CK+ 

Z5*(CK>Z7) :GOTO390:rera  131 
380  CK=CK*Z2+Z5*{CK>Z7)+A 

:re[n  168 
390  CKbCK+Z5*(CK>25) :RETURN 

:rem  159 
400  PRINT" (down] STARTING  ATi43 

"; :GOSUB3a0!lF  IN5<>N?  THE 

N  GOSUBI030:IF  F  THt;N400 

:rem  7  5 
410  RETURN  :rem  117 

420  PRINT" (RVS)  ENTER  DATA  ":G 

OSUB400:IF  IN$=NS  THEN220 
:rem  85 
430  0PEN3, 3:PRINT       :rem  34 
440  POKE198,0:GOSUB360;IF  F  TH 

EN  PRINT  IN5:PRINT" [UPJ 

{5  RIGHT]";  :rera  6 

450  FOR  1=0  TO  24  STEP  3:B$=S$ 

:FOR  J=l  TO  2: IF  F  THEN  B$ 

=MID5(IN?,I+J,1)   irem  226 
460  PRINT" (RVS) "a5L?; :IF  K24T 

HEN  PRINT" {off)" r   : rem  15 
470  GET  A?: IF  A5=N5  THEN470 

:rem  135 
480  IF(A?>"/"ANDAS<" : ")0R(A5>" 

@" ANDA5  < "G " ) THEN540 

: rem  100 
490  IF  A?=RS  AND( (I=0}AND(J=1 ) 

OR  F)THEN  PRINT  fl5;:J=2:NE 

XT:I=24:GOTO550     :rem  46 
500  IP  A$="(HOME)"  THEN  PRINT 

( space} B5 :J=2 : NEXT ; 1=24 : NE 

XT :F=0 :GOTO440      : rem  66 
510  IF(A5=" [RIGHT] ")ANDF  THENP 

RINT  B?L?; :GOTO540:rem  107 
520  IF  A5<>L?  AND  AS<>D5  OR((l 

=0)AND(J=1))THEN  GaSUB1060 

:GOTO470  :rem  232 

530  A?  =  L5  +  SS+L5:  PRINT  B5L5,-jJ  = 

2-J:IF  J  THEN  PRINT  L5;:I= 

1-3  :rem  12 

540  PRINT  A5;:NEXT  J:PRINT  S?; 

:  rem  2 
550  NEXT  I : PRINT: PRINT" EUP) 

(5  RIGHT] "; :INPUT#3, IN$:IF 
IN?=N?  THEN  CLOSE3:GOT022 

0  : rem  106 

560  FOR  1=1  TO  25  STEP3:B$=MID 

5(IrJ5,  I)  :GOSUB320:IF  I<25 

(SPACE]TKEN  GOSUB380:A(l/3 

)=A  :rem  81 

570  NEXT:  IF  AoCK  THEN  GOSUB10 

60 : PRINT" ( BLK] {RVS}  ERROR: 
REENTER  LINE  ^43":F=l:GOT 

0440  :rem  161 

580  GOSUB1080:B=BS+AD-SA:FOR  I 

=0  TO  7: POKE  B+I , A ( I ) : NEXT 

:rem  245 

590  AD=AD+8:IF  AD> EA  THEN  CLOS 

E3:PRINT" (down) (BLU]**  END 
OF  ENTRY  **lBLKJ(2  DOWN]" 

iGOTO7O0  :rera  207 

600  F=0:GOTO440  : rem  84 

610  PRINT" (CLRj [DOWN] (RVS)  DIS 

PLAY  DATA  " : GOSUfl400 : IF  IN 

5=N5  THEN220       : rem  146 
620  PRINT" [DOWN] (BLU)PRESS: 

(RVS) SPACE (OFF)  TO  PAUSE, 

(SPACE) (RVS) RETURN (OFF)  TO 

BREAKi4g{D0WN) '■   :  rem  241 

630  GOSUB360:B=BS+AD-SA:FORI=fl 

TO  B+7:A=PEEK(I) :GOSUB350: 

GOSUB380:PRINT  S$7  : rem  56 


640  NEXT: PRINT" [ RVS ) " ; :A=CK:GO 
SUB350: PRINT        : rem  144 

650  F=L:AD=AD+8:IF  AD>EA  THENP 
RINT"(DOWNi{BLU)**  END  OF 
(space) DATA  **":GOTO220 

irem  L70 

660  GET  A$:IF  A5=RS  THEN  GOSUB 
1080:GOTO220        : rem  65 

670  IF  A5=S|  THEN  F=F+l:GOSUBl 
080  :rem  28 

680  ONFGOTO630, 660,  630:rem  224 

690  PRINT" (DOWN) [RVS]  LOAD  DAT 
A  ":OP=1:GOTO710    : rem  31 

700  PRINT" (down) (RVS)  SAVE  FIL 
E  ":OP=0  :rem  32 

710  IH5=N| ; INPUT" (DOWN] FILENAM 
Eg43";IN?sIF  IN5=N?  THEN22 
0  :rem  229 

720  F=0:PRINT"(DOWN] (bLK) (RVS] 
T{ OFF) APE  OR  (RVS I D ( OFF) IS 
K:  ^43":  :rera  65 

730  GET  A5:IF  A$="T"THEN  PRINT 
"T(DOWN) ":GOTOS80   : rem  90 

740  IF  A?<>"D"THEN730   :rem  90 

750  PRINT"D(D0WN] " :OPEN15,8, 15 
, "10:" :B=EA-SA:IN5="0:"+IN 
5: IF  OP  THEN810    :rem  163 

760  OPEN  1,8,8, IN?+",P,W" :GOSU 
B86fl:IF  A  THEN220   :  rem  66 

770  AH=iINT{SA/256)  :AL=SA-(AH*2 
56 ) : PRINT* 1 , CHR? { AL ) ; CHR? ( 
AH) ;  :rem  221 

780  FOR  1=0  TO  B:PRINT#1,CHR5( 

PEEK{BS+1) >; :IF  ST  THEN800 

:rem  171 

790  NEXT:CLQSE1:CLOSE15:GOT094 
0  :rera  230 

800  GOSUB1060:PRINT" (down) 

{BLK)ERR0R  DURING  SAVE:^43 
":GOSUBa60:GOTQ220  : rem  61 

810  OPEN  1,8,8, INS+",P,R":GOSU 
B860:IF  A  THEN220   : rem  57 

820  GETS1,A5, B?:AD=ASC(A5+ZS)+ 
256*ASC{B$  +  Z5)  :  IF  ADOSA  T 
HEN  F=1:GOTO350    : rem  155 

830  FOR  1=0  TO  B:GET*1,A5:P0KE 
BS+I,ASC( A$+Z$) :IF  ST  AND 
(I<>B)THEN  F=2;AD=I:I=B 

: rem  180 

840  NEXT: IF  ST<>64  THEN  F=3 

:rem  20 

850  CL0SE1:CL0SE15:0N  ABS(F>0) 
+1  GOTO960,970      : rem  12 

860  INPUT#15, A, A5:IF  A  THEN  CL 
OSEl :CL0SE15 :GOSUB1060 :PRI 
NT" (RVS) ERROR:  "A5:remll4 

870  RETURN  :rem  127 

880  POKE183, PEEK(FA+2):POKE187 
,PEEK(FA+3) :P0KE188,PEEK(F 
A+4) :IFOP=0THEN920:rem  178 

890  SYS  63466:IF(PEEK(783)AND1 
)THEN  GOSUB1060: PRINT" 
{DOWN] (RVS]  FILE  NOT  FOUND 
":GOTO6  90  :rem  34 

900  AD=PEEK(829)+256*PEEK(830) 
:IF  ADOGA  THEN  F=i:GOT097 

0  :rem  201 
910  A=PEEK(831)+256*PEEK(832)- 

1 :F=F-2*(A<EA)-3*(A>EA):AD 

=A-AD:GOTO930  :rem  75 
920  A=SA:B=EA+L:GOSUB1010: POKE 

780,3:SYS  63338  :rem  107 
930  A=DS:a=BS+(EA-SA)+L:GOSUBl 

010 :ON  OP  GOTO950:SYS  6359 

1  :rem  38 
940  GOSUBV0a0:PRINT" (BLU)**  SA 

VE  COMPLETED  **":GOTO220 

:rem  139 
950  POKE1.47,0:SYS  63562:  IF  ST< 

>64  THEN97g  :rein  39 
960  GO3UB1080:PRINT" [BLU]**  LO 


AD  COMPLETED  **":GOTO220 

:rem  125 

970  GOSUB1060!PRINT" [BLK] [RVS] 
ERROR  DURING  LOAD: [DOWN] 
g43":ON  F  GOSUB9aO, 990, 100 
0:GOTO220  : rem  233 

980  PRINT" INCORRECT  STARTING  A 
DDRESS  ( "; :GOSUB360:PRINT" 
}":RETURN  : rem  145 

990  PRINT"LOAD  ENDED  AT  ";:AD= 
SA+AD:GOSUB360:PRINT  D9:RE 

TURN  :rem  159 

1000  PRINT"TRUNCATED  AT  ENDING 
ADDRESS": RETURN  : rem  166 

1010  AH=INT(A/256);AL=A-(AH*25 
6) : POKE 1 9 3, AL; POKE 194, AH 
:rem  95 

1020  AH=INT(B/256) :AL=B-{AH*25 
6) :POKE174,AL:POKE175, AH: 
RETURN  :rem  122 

1030  IF  AD<SA  OR  AD>EA  THEN105 
0  :rem  135 

1040  IF(AD>511  AND  AD<40960)OR 
(AD>49151  AND  AD<53248)TH 
EN  GOSUB1080:F=0; RETURN 

:rem  104 

1050  GOSUB1060: PRINT" (RVS)  INV 
ALID  ADDRESS  (DOWN) { BLK)" 
:F=1: RETURN        : ren  224 

1060  POKE  SD+5,31:POKE  SD+6,20 
8: POKE  SD, 240: POKE  SD+1 ,  4 
:POKE  SD+4,33      :rem  19 

1070  FOR  S=I  TO  100: NEXT: GOTOl 
090  :rem  90 

1080  POKE  SD+5,8:POKE  SD+6,240 
:POKE  SD,0:POKE  SD+1, 90 :P 
OKE  SD+4,17       :rem  182 

1090  FOR  S=l  TO  100: NEXT: POKE 
(SPACE)SD+4,0:POKE  SD,0:P 
OKE  SD+1, 0: RETURN   : rem  8 


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Reviews 


WIshbringer 

James  V.  Trunzo 

Requirements:  Commodore  64:  Apple  U- 
series  computer  with  at  least  48K  RAM: 
Atari  400/800,  XL,  or  XE  with  at  least 
48K  RAM;  IBM  PC  with  at  least  48K 
RAM:  Expanded  Model  PCjr:  Amiga: 
Atari  520ST;  Macintosh:  Kai/pro  CP/M; 
or  a  TRS-80  Model  III,  All  versions  re- 
quire a  disk  drive.  The  Commodore  64 
version  was  reviewed. 

The  latest  entry  from  Infocom,  the  soft- 
ware industry's  most  prolific  producer 
of  text  adventures,  is  a  novel  mystery/ 
adventure  entitled  Wishbringer.  It's 
billed  as  an  introductory-level  adven- 
ture, but  veteran  gamers  should  not  be 
put  off  by  the  label.  When  Infocom  calls 
a  game  "introductory,"  it  simply  means 
you  might  need  only  20  or  30  hours  to 
solve  the  adventure  instead  of  60  or  70 
hours. 

Actually,  Wishbringer  offers  several 
very  challenging  puzzles,  starting  at  the 
very  beginning  of  the  game  when  you 
have  to  map  your  way  over  the  moun- 
tain leading  to  the  Majick  Shoppe. 
What  makes  Wishbringer  slightly  easier 
than  a  more  advanced  Infocom  game  is 
that  some  of  the  mapping  is  done  for 
you,  the  scope  of  the  storyline  is  not  as 
broad,  and  the  puzzles  are  slightly  less 
devious.  However,  this  should  not  be 
construed  to  mean  that  the  game  is 
child's  play — far  from  it. 

As  the  accompanying  storybook 
says,  you're  in  the  role  of  an  ordinary 
postal  clerk  in  an  "ordinary  little  town, 
and  you've  been  performing  your  ordi- 
nary mail  clerk's  duties  in  an  altogether 
ordinary  way.  But  there's  something 
quite  extraordinary  about  today's 
mail."  From  that  point  your  adventure 
begins,  and  nothing  is  the  same  any 
more. 

A  Piece  Of  The  Rock 

The  adventure  is  twofold:  First,  you 
must  seek  out  and  obtain  a  magic  stone 
known  as  the  Wishbringer.  To  keep 
track  of  your  location  in  the  game's 
imaginary  world,  you  should  compile  a 
map  as  you  go  along,  even  though  a 


general  map  is  included.  If  you  find  the 
Wishbringer,  your  second  job  is  to  use 
the  powers  of  the  stone  (which  are  awe- 
some in  some  ways,  yet  limited  in  oth- 
ers) to  save  your  town — a  town  that  no 
longer  resembles  what  it  was  at  the 
start  of  the  adventure.  Now  it's  filled 
with  trolls,  vultures,  and  other  evil 
creatures. 

Wishbringer  conforms  to  the  usual 
Infocom  style.  That  is,  it  employs  no 
graphics,  relying  on  detailed  descrip- 
tions and  the  player's  imagination  to 
provide  the  "pictures."  The  sophisticat- 
ed parser,  an  Infocom  trademark,  lets 
you  type  in  compound  sentences  rather 
than  just  primitive  verb-noun  com- 
mands. Other  features  let  you  save 
games  in  progress  and  send  text  to  a 
printer.  And  as  always  with  an  Infocom 
package,  Wishbringer  is  attractively  de- 
signed. It  includes  a  beautifully  illus- 
trated storybook,  "The  Legend  of 
Wishbringer,"  and  even  a  plastic  Wish- 
bringer stone  that  glows  in  the  dark. 

Starting  with  a  simple  premise — 
one  that  may  seem  almost  childish  at 
first — Wishbringer  quickly  becomes  an 
enjoyable,  playable  adventure  for  all 
but  the  most  hardened  veterans  of  ad- 
venture games. 

Wishbringer 

Infocom 

125  Cambridge  Park  Drive 

Cambridge,  MA  02140 

$3S.55 


Remember! 


Karen  McCullough 

Requirements:  Commodore  64;  Apple  11- 
series  computer  loith  at  least  64K  RAM: 
IBM  PC  with  at  least  U8K  RAM  and 
color /graphics  adapter;  or  an  Expanded 
Model  IBM  PCjr.  All  versions  also  require 
a  disk  drive.  Joystick  and  printer  optional. 

Remember!  bills  itself  as  a  "powerful, 
yet  simple  tool  designed  to  help  stu- 
dents from  junior  high  through  college 
master  difficult  subjects  and  improve 
memory  skills."  The  claim  is  not  exag- 
gerated. This  program  presents  an  ef- 
fective study  system  that  teaches  how 


to  organize  and  memorize  facts.  It  also 
helps  you  practice  and  test  yourself  on 
those  techniques. 

Two  fundamental  design  princi- 
ples give  Remember!  its  power:  You  en- 
ter the  facts  you  want  to  memorize  only 
once,  and  the  program  then  presents 
them  to  you  in  a  variety  of  ways;  and 
the  program  helps  you  build  associa- 
tions with  the  facts  you're  learning. 

You  begin  by  using  the  Create  or 
Edit  Lesson  section  to  enter  the  facts 
you  want  to  memorize  into  question 
and  answer  blocks.  Once  the  lesson  is 
entered,  you  can  add  hints  to  help  you 
memorize  the  information.  These  hints 
can  be  in  any  of  three  formats:  pictorial, 
musical,  or  written.  Only  one  hint  is 
allowed  per  question,  and  all  hints  for  a 
given  lesson  must  be  in  the  same  for- 
mat. Editing  functions  allow  you  to 
make  changes  in  the  questions,  an- 
swers, or  hints  at  any  time. 

Entering  hints  is  not  quite  as  simple 
as  entering  the  questions  and  answers. 
Although  the  program  is  generally  flex- 
ible, drawing  pictures  or  entering  musi- 
cal notation  is  not  as  intuitive  as  typing 
in  questions.  Both  take  some  practice  to 
master.  One  irritating  aspect  of  entering 
pictorial  or  musical  hints  is  that  they  are 
not  automatically  saved  when  you 
choose  the  Get  Next  Word  option.  This 
is  the  only  time  you  must  tell  the  pro- 
gram to  save  something,  and  it's  easy  to 
forget.  {Remember!  will  remind  you, 
however.) 

Foreign  Language 
Characters 

Once  the  facts  are  entered,  you  have 
the  option  of  reviewing  them  or  testing 
yourself  in  various  ways.  The  Familiar- 
ization option  displays  both  questions 
and  answers  for  review  and  study. 
When  you  feel  thoroughly  familiar  with 
the  material,  you  can  choose  the  Prac- 
tice option.  In  this  mode.  Remember! 
displays  either  the  question  or  answer 
(your  option),  and  you  supply  the  miss- 
ing part.  If  you  can't  remember  the 
answer,  pressing  RETURN  or  Enter  dis- 
plays a  hint  (if  you  supplied  one),  and 
pressing  the  key  again  calls  up  the  cor- 
rect response.  Finally,  you  can  evaluate 
your  progress  with  the  Test  option, 
which  is  similar  to  Practice  mode. 


78     COMPUTEI     December  1 985 


Jk  ATARI 


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Supor  Printer  Packagoa  have  no  axtn  charget  whan 
thlppeO  In  Continental  USA. 

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Remember!  has  many  attractive  fea- 
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functions.  Special  characters  arc  avail- 
able so  you  can  enter  lessons  in  Ger- 
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overall,  versatility  and  attention  to  de- 
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Mudpies 

For  Atari  520ST 

Gregg  Keizer,  Assistant  Book  Editor 

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Mudpies  is  the  first  arcade-style 
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throwing  pies  at  clowns.  Not  that  he's 
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clubs  used  by  juggiers.  Get  beaned  with 
one  of  those,  and  you  guessed  it — an- 
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Arnold  has  other  things  on  his 
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hamburgers,  fries,  and  shakes,  he'll 
slow  dovvn  terribly.  Eat  too  much, 
though,  and  the  people  watching  you 
play  will  shout  "You're  getting  fat!" 
Overeating  slows  down  Arnold,  too. 


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December  198S     COMPUTEI      81 


CUSTOM  ROM   S-1995 

NOW  YOU  CAN  HAVE  YOUR  COMPUTER  POWER  UP  MESSAGE  SAY  ANYTHING  YOU  WANT.  IN  ANY  COLOR  YOU  WANT. 

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MASTER  LOCK 


HerBn  3t  l^st.  ^s  a.  program  that  will  protect  your  software  programs  l^om  unauthorised 
duplicating,  i  to  i  miUjon  copies  can  be  protecled.  last  and  easy. 

•  SpeciaMy  designed  tor  t^e  0-64  and  1541  Disk  Drive. 

•  Compietety  encrypis  and  protects  your  programs. 

•  Fully  compalilJiB  with  almost  all  machine  language  and  basic  programs  —  can  even 
suppofi  chained  programs 

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•  Incorpofales  all  the  Jatesl  techniques  m  program  encryphon  and  prelection. 

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•  Simple  and  easy  to  use  —  eniireiy  menu  drive  with  prompts. 

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disk  —  all  664  blocks  are  available  lor  use 

»  Easy  to  follow  step  by  step  mstructions  are  included  on  tt^e  disk 

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Even  ttie  "nidblefs"  can't  copy  Ihem  l^oteven  'Disk  Maker.  'Mister  Nibbles.  *CQpy  11.  'UUra 
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Lock  makes  a  different  protection  scheme.  Onty 

*Oisk  MakerTM,  Basix  $0095 

•Mrster  Nibbles"""^.  Full  Circle 

'Copy  fl^'*^.  Central  Point  Software 

•Ultra  Byie^*^.  Ultra  Byle 

-Fast  Hackem^'*',  easement  Boys  Software 


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TOOL  BOX 


This  disk  has  over  lOO  toutines,  some  of  them  aie  routines  for  protection.  smoott>  sctoJImg, 
moden^  routines,  and  sound  and  color  routines.  QootmaHer,  paddle  and  [oystick,  read  te:- 
minaU  auto  dial,  auto  answer.  Ttiey  can  easily  be  incorporated  into  all  of  your  programs.  It  is 
also  fully  documented.  With  this  djsk  aifone  you  couid  buitd  your  own  program.  This  disk  has 
a  Jot  of  triicks  that  are  used  in  commercial  software, 

95 


M9 


SWIFTERM  AND  MODEM 

This  is  the  best  package  anywhere! 

SWIFTERM: 

is  absolutely  tl^e  easiest  terminal  program  available  anywfiere. 


•  Works  with  the  1&60,  and  Westridge  Moden^ 

•  New  printer  and  midweslern  ptotocal 

•  Printer  dump 

•  DOS  commarids  acsess  from  menu 

•  Phone  book 


•  Auto  dial  (with  auto  redial) 

•  29K  storage  buffer 
«  Save  to  disk 

«  Standard  ASCII  up/down  loadmg 

•  300/1200  Baud 


This  is  an  eiccellent  easy  to  use  program  for  a  very  reasonatjie  price, 

THE  fUODEM: 

Auto  dial,  auto  answer.  300  Baudf  modem  that  ts  iOOVo  compatible  with  Commadors  1650 

modem,  so  all  our  software  will  run  wMh  i|.  <%  A  PQA 

ALL  THIS  FOR  ONLY      OO 

So  why  buy  iusi  another  f^tminst  program  when  you  can  get  a  modeiTji,  too'"^' 


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GRAPHIC  LABEL  MAKER 

Give  your  Jabets  the  professional  touch.  With  Hi  Rez  Graphics  make  your  own  design  or  use 
one  ou!  60  pfemade  labels  with  easy  to  use  on  screen  editor.  You  car.  msert  up  to  three  lines 
of  text  then  choose  Itie  picture  you  want  to  put  on  the  left  hand  side  of  the  label  Ttien  you 
can  priTil  out  as  many  fabels  as  you  want.  This  has  got  to  be  the  neatest  label  program  out 
there  and  it's  only    C  A  M  QC 


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bMIs  Rate  the  performance  of  yourdfive,  Test  and  adjust  flPM's  Test  and  adjusi  head  align- 
ment. Step  by  step  instructions  that  anyone  can  follow,  Pays  for  ifseil  the  first  lime  you  use 
it  loadjusl  a  misbehaving  drive.  No  knowledge  o' electronics  is  necessary.  All  you  needs  is  a 
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DISK  TRACKER 


Now  you  can  log  all  of  your  disks  into  a  neat  IHing  system.  Automatically  record  disk  names 
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covers:  store  up  to  1600  disk  directories  on  one  disk.  Search  quickly  through  youi  entire  disk 
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THE  XXXXXXXXXX 

X-RATED  GRAPHICS  LIBRARY 

Your  Print  Show  May  Never  Be  Ttie  Same! 

X-Rated  Graphics  guaranteed  to  spice  up  your  special  ielterheads,  greeting  cards,  signs  and 
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HAVE  WE  GOT  A  MESSAGE  .  .  .  FOR  YOUI 

M^ssaga  ...  is  a  unique  graphics  integration  package  which  allows  you  to  continoousty  display  hiresotution  and  mullicolDriiles.  Up  to  li2  files*  maybe  stored  in  memory  and  displayed  from  l  to  59 
seconds  each. 

Mesaags  .  .  .  can  use  Print  Strap  Screen  Magic' fifes,  Flenidraw  files.  Doodle*,  Koala  Painter,  and  more!  Message  , , .  even  comes  with  a  "Screen  Maker'  program  to  create  your  own  message  files! 

Use  Mesaag*. . .  tor  advertising  displays,  titles  for  home  videos,  art  shows,  etc Message  .. .  even  plays  background  music  to  accompar>y  displays  and  you  can  create  your  own  music  files  with 

the  Music  Maker'  program, 

Also  Included  »»  'Graphic  Aids'  utilities  for  conversion  of  different  file  types.  Including  conversion  of  Koala  Painter  fifes  to  Doodlel  or  Prfnt  Shop! 

The  price  for  all  this?  Just    19      incluiding  shipping  and  handling 

'Actual  number  of  Hies  dependent  on  file  complexity. 


82     COMPUTEI      December  1985 


MAGNUM  LOAD 

Programed  by  Jtm  Drew                                            .^  _ 

SI  IT'  nAQ. 

MAGNUM  LOAD  is  a  new  replacement  KERNAL{Qpera!ing  system)  ROM  chip  for  your  Com-                                 Progfam                           Do*  Load 

modoreSor  12B  computer  ihat  will  ioad  and  verify  programs  up  to  6  times  faster  Ihan  before.           PitstoplL ...............              ?  144  sec 

The  lape  routines  have  been  removed  from  the  oJd  chip  and  in  their  place  have  been  put  a           Music Stiop                                              '^  t05  sec 

high-speed  loader,  high-speed  verHyn  3.nd  disk  driver  no'headrattfe  rouline- Unlike  the  o*der                  ....     ■   f  'ri    i    fh    r  i                   'i  7n 

cartridge  tas(  loaders,  no  ports  aie  tied  up  at  the  rear  ol  the  computer,  the  screen  is  not           Hitchhiker  s  trnide  \a  me  Caaiaxy /u  sec, 

blanked  during  loading  and  there  is  r>o  wear-antttear  on  the  ejcpans^on  port.  For  maximum           On-fleld  Foolbali ?  149  sec. 

convenience  and  performance,  the  chip  is  instaKed  difeclly  in  the  circuit  board,  Geneially  a           EASY  FINANCE  I ?  58  sec. 

.soci^el  has  already  been  provided  to  make  the  operation  easy,,  but  occasionally  somesotcfer-  G#\  MOti 

ing  may  be  required.  Now  you  car^  give  your  1541  disk  drive  "1571  speed."  ^2  A 

Rather  than  give  you  more  exagerated  claims  aboyt  how  many  times  faster  our  HOM  chip  is  _      ,*  .,       ucin  u 

compared   to   the    slower   cartridge   versions,   a   comparison   chart    is   supplied    listing  ^  ^^  °^  ersion 

MEASURED  loading  times.  'Will  not  fast  load  ■  defaulted  back  to  regular  ioad 


Mach 


Fftvt 


MAGNUM 


5            Load 

LOAD 

i3sec.      Ji  sec. 

31  s«. 

05  sec.-       105- 

21  sec 

70  sec-     N.G." 

ea  sec. 

66  sec.      63  SBC. 

seiec. 

;3  sec        13  sec. 

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The  Dock  (view/repair  disft  contents) 

Sync  Cti»chtr  (diskette) 

Imbedded  Track  Number  Creator 

Disk  Minlpuletlon  Syitem 

3  Minute  Copy  (backup  program) 

Diskette  Matcher  [compare  sectors) 

Unscralch  A  File  (recover  hie) 

View  BAM  [bloc^  ahocatior  map] 

1&41  flead/Wrlle  Test 

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Header  Reader  {display  disk  header) 

Sync  Maker 

Device  Number  Change  (disk  drivel 

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December  1985    COMPUTEI     83 


One  or  two  people  can  play  Mud- 
pies,  with  two  players  alternating  turns. 
The  graphics  are  entertaining,  as  is  the 
music  (up  to  a  point,  when  you  might 
prefer  to  turn  it  off  with  a  press  of  a 
function  key).  Looking  like  an  IBM  PC 
game  more  than  anything  else,  down  to 
the  typeface  of  the  display,  Mudpies 
doesn't  take  full  advantage  of  the  ST. 
No  menus,  no  icons,  and  you  can't 
return  to  the  GEM  desktop  without  re- 
booting— but  the  game  is  still  a  tent  full 
of  fun. 


Pesky  downs  swarm  foicarrf  Arnold  as  he 
defends  himself  by  flinging  mudpies, 


Mouse  Or  Joystick? 

The  only  way  to  score  points  is  to  splat- 
ter clowns.  Advancing  to  the  next  room 
or  level  changes  neither  the  scoring  nor 
the  speed  or  intelligence  of  the  clowns. 
It  makes  for  a  repetitive  game,  and  you 
can  get  good  at  it  in  a  short  time.  One 
interesting  feature  is  something  called 
the  Mudslinging  Round,  where  the 
clowns  don't  chase  you  and  don't 
throw  things.  You've  got  30  seconds  to 
mudpie  as  many  of  the  purple-wigged 
clowns  as  you  can,  racking  up  bonus 
points  left  and  right.  It's  great  revenge. 

Though  you  can  control  Arnold 
with  the  mouse,  try  a  joystick  instead. 
Mouse  controllers  may  be  great  for  ma- 
nipulating Macintosh-style  graphics,  but 
for  anyone  who's  arcade-trained,  a  joy- 
stick will  probably  feel  more  natural.  In 
a  fast  game  like  Mudpies,  you  need 
every  edge  you  can  get. 

If  you  rack  up  one  of  the  highest 
scores,  you  can  type  your  name  on  a 
vanity  screen.  However,  the  screen  is 
not  saved  on  disk.  Unfortunate,  for  the 
game  is  addicting  enough  to  make  you 
want  to  beat  whatever  score  was  last 
posted.  Function  keys  let  you  pause  the 
game  and  turn  off  the  music  (though 
not  the  sound  effects). 

A  few  bugs  cropped  up  while  play- 
ing Mudpies.  Several  times  the  game 
paused  on  its  own,  the  music  suddenly 
turned  itself  on,  and  once  the  game 
stopped  altogether  and  flipped  back  to 
the  title  screen,  MichTech  attributes  all 


these  bugs  to  the  520ST's  operating 
system,  saying  that  erratic  control  codes 
are  being  read  from  the  joystick.  The 
bugs  are  irritating,  but  not  disastrous. 
Keep  an  eye  on  this  computer — its 
wide  selection  of  colors,  large  memory, 
and  speed  make  it  a  potentially  great 
game  machine.  Mudpies,  first  out  of  the 
blocks,  is  a  good  beginning. 

Mudpies 

MichTron 

567  S,  Telegraph 

Pontiac  M!  48053 

529.95 


BASIC  XB 

For  Atari  XL  &  XE 

Robert  L.  Riggs 

Requirements:  Atari  XL  or  XE  computer 
with  at  least  64K  RAM.  Disk  drive 
recomriiended. 

About  two  years  ago.  Optimized  Sys- 
tems Softi-vare  brought  out  an  extended 
BASIC  cartridge  for  Atari  computers. 
As  a  sequel  to  OSS's  disk-based  BASIC 
A+  introduced  back  in  1981,  the 
BASIC  XL  cartridge  was  fantastic.  It 
added  45  new  commands  and  wrapped 
up  Atari  BASIC,  BASIC  A  +  ,  and  Micro- 
soft BASIC  in  one  neat  package.  Fur- 
thermore, BASIC  XL  was  made 
upwardly  compatible  with  Atari 
BASIC,  so  it  would  run  existing  Atari 
BASIC  programs,  I  discovered  that 
games  previously  typed  in  from  maga- 
zines— and  abandoned  because  of  their 
sluggish  pace — ran  at  near-arcade 
speeds  with  BASIC  XL.  And  it  still  of- 
fered Microsoft-style  string  handling, 
auto  line  numbering,  block  line  dele- 
tions, and  a  host  of  other  features. 

When  Atari  introduced  its  130XE 
this  year,  OSS  upgraded  BASIC  XL  for 
the  new  128K  machine.  The  result, 
BASIC  XE,  runs  on  all  the  XL  computers 
but  also  adds  commands  to  take  advan- 
tage of  the  130XE's  expanded  memory. 
The  most  important  new  command  is 
XTEND.  After  you've  typed  or  loaded  a 
program  into  memory  on  the  130XE, 
you  can  use  this  command  to  move  the 
program  into  the  alternate  64K  bank.  At 
that  point,  your  program  and  data 
space  are  separate — the  former  occupy- 
ing the  alternate  64K,  and  the  latter 
occupying  the  main  48K  (leaving  about 
35K  free  for  data  and  strings).  An  op- 
tional third  parameter  for  PEEK  and 
POKE  statements  gives  you  access  to 
any  section  of  the  130XE's  memory — 
the  four  extended  banks  of  16K  or  the 
main  48K  RAM. 


Of  course,  the  XTEND  command 
works  only  on  the  130XE,  not  on  the  XL 
computers.  Also,  if  you  save  a  BASIC 
XE  program  which  has  been  XTENDed, 
you  can't  load  it  back  with  either  BASIC 
XL  or  Atari  BASIC. 

Like  its  predecessor,  BASIC  XE 
offers  several  additions  to  the  Atari 
BASIC  vocabulary,  including  ELSE, 
WHILE,  ENDIF,  ENDWHILE,  PRINT 
USING,  TAB,  and  TRACE/TRACEOFF. 
Atari's  player/missile  graphics  are  made 
easier  to  use  via  commands  like 
MISSILE,  BUMP,  HITCLR,  PMCOLOR, 
PMGRAPHICS,  PMMOVE,  PMWIDTH, 
and  PMCOLOR. 

Another  extremely  powerful  in- 
struction is  SET.  It  lets  you  exercise 
control  over  a  variety  of  system-level 
functions.  You  can  quickly  and  easily 
disable  or  enable  the  BREAK  key, 
change  tab  stop  settings  for  the  comma 
in  PRINT  statements,  alter  the  prompt 
character  for  INPUT,  automatically 
DlMension  strings,  and  instruct  the 
LIST  formatter  to  indent  structured 
statements.  BASIC  XE  also  has  DOS 
commands,  including  DIR  (directory), 
ERASE,  PROTECT,  UNPROTECT,  and 
RENAME. 

Memory  Magic 

There's  much  more.  You  get  commands 
like  DPEEK/DPOKE  (for  PEEKing  and 
POKEing  double-byte  values),  ERR  (for 
reporting  errors),  FIND  (a  search  com- 
mand), HSTICK/VSTICK  (for  the  joy- 
sticks), and  SYS  (for  jumping  directly  to 
a  memory  address).  And  unlike  Atari 
BASIC,  BASIC  XE  lets  you  type  your 
programs  in  lowercase  or  reverse  char- 
acters. No  more  hitting  the  CAPS  or 
reverse  key  after  an  annoying  syntax 
error! 

Normally  you'd  expect  such  a 
powerful  BASIC  to  consume  much 
more  memory  than  standard  8K  Atari 
BASIC,  But  the  16K  BASIC  XE  cartridge 
cleverly  bank-selects  its  ROM  so  that  it 
displaces  only  8K  of  RAM.  Also,  some 
of  the  commands  (such  as  most  of  those 
for  player/missile  graphics)  are  stored 
on  a  disk  that  comes  with  the  cartridge. 
Although  you  don't  absolutely  need  a 
disk  drive  to  use  the  BASIC  XE  car- 
tridge, you  won't  be  able  to  use  these 
extra  commands  without  one. 

Among  the  extended  commands 
on  disk  are  a  SORT  statement  that  ac- 
cepts numeric  arrays  as  well  as  string 
arrays;  a  FAST  command  that  tells 
BASIC  XE  to  precompile  the  program 
currently  in  memory,  so  programs  run 
several  times  faster  than  with  Atari 
BASIC;  RENUM,  for  renumbering 
BASIC  programs;  LVAR,  to  list  variable 
names;  RGET  and  RPUT,  for  reading  or 
writing  whole  records  with  devices; 
and  MOVE,  a  block  memory  transfer. 


84     COMPUTEl      December  19S5 


The  manual  thoroughly  explains 
BASIC  XE  and  is  carefully  indexed.  The 
more  you  use  BASIC  XE,  the  more  you 
realize  it  should  have  been  built  into 
the  130XE  in  the  first  place.  If  you 
intend  to  do  much  BASIC  program- 
ming, especially  on  the  130XE,  BASIC 
XE  is  a  must. 

BASIC  XE 

Optimized  Systems  Software 

1221B  Kcntu'ood  Avenue 

San  Jose,  CA  95129 

$79 


Rescue  Raiders 
For  Apple 


James  V.  Trunzo 

Requirements:  Apple  ll-series  computer 
with  at  least  48K  RAM,  a  disk  drive,  and  « 
joystick. 


Rescue  Raiders  is  more  than  a  little  remi- 
niscent of  Brederbund  Software's  pop- 
ular ChopHfier,  yet  easily  stands  on  its 
own  as  an  arcade  game,  It  offers  suffi- 
cient varieties  of  play  and  objectives  to 
challenge  even  skilled  arcade  enthu- 
siasts. 

The  theme  is  rather  mundane,  but 
the  implementation  contains  a  number 
of  innovative  elements.  It  seems  that 
futuristic  terrorists  have  time-warped 
sophisticated  weapons  into  the  middle 
of  World  War  II  and  into  the  hands  of 
the  Germans.  Fortunately,  you,  too, 
possess  several  of  these  "ultimate" 
weapons,  and  if  you  have  the  skill  to 
use  them,  you  can  prevent  history  from 
being  changed. 

Controlling  a  command  helicopter 
equipped  with  the  latest  in  weaponry 
and  radar  technology,  you  can  attack 
the  enemy,  observe  the  battlefield, 
transport  troops,  and  attempt  to  destroy 
the  enemy's  helicopter — a  clone  of 
your  own  craft.  The  game  demands 
solid  arcade  skills  to  manipulate  your 
chopper  and  carry  out  these  missions. 

To  add  an  element  of  strategy,  you 
must  win  battles  as  economically  as 
possible  and  learn  how  to  employ  your 
troops  to  their  best  advantage.  Rescue 
Raiders  definitely  places  more  emphasis 
on  arcade  action  than  on  strategy,  how- 
ever; except  for  a  few  prehistoric  see- 
em  blast-em  games,  nearly  every 
arcade  game  has  at  least  some  element 
of  strategy.  A  few  factors  do  set  Rescue 
Raiders  apart,  though.  Economics  enter 
the  picture  when  you  decide  how  to 
purchase  men  and  equipment  with 
funds  earned  by  time  spent  in  battle. 
Your  score  is  partly  determined  by  the 


amount  of  money  you've  spent  and  the 
number  of  lives  lost  in  combat. 

Other  nice  touches  include  excel- 
lent graphics  and  animation,  plus  cap- 
sule histories  of  European  cities 
involved  in  World  War  II.  {The  histories 
appear  after  you  win  one  of  eight  in- 
creasingly difficult  battles  in  the  game.) 
However,  the  game  is  almost  totally 
devoid  of  sound  effects.  The  omission  is 
so  noticeable  that  I  first  assumed  the 
program  disk  was  defective. 

Overall,  Rescue  Raiders  is  a  good, 
very  challenging  arcade  game  that 
could  be  even  better  with  a  frill  here 
and  there. 

Rescue  Raiders 
Sir-Tech  Software,  Inc. 
96  Maiii  Street 
Ogdenbiirg,  NY  73669 
SM.35 


Field  Of  Fire 
For  Atari  &  64 


James  V.  Trunzo 

Requirements:  Commodore  64  or  an  Atari 
400/800,  XL,  or  XE  computer  with  at  least 
48K  RAM.  Both  versions  also  require  a 
disk  drive  and  a  joi/stick.  The  Atari  ver- 
sion was  reviewed. 


Sarge,  Freda,  Billings,  and  Wild  Bill  are 
pinned  down  behind  the  seawall.  The 
English  Channel  is  at  their  backs  and 
the  buildings  in  front  of  them  are  full  of 
Germans.  Angry  Germans.  It's  June  6, 
1944 — Omaha  Beach — and  the  enemy 
machine  gun  and  artillery  fire  is  in- 
tense. Casualties  mount.  Finally  Sarge, 
a  veteran  from  the  1st  Division's  days 
in  North  Africa,  remembers  something 
he  once  heard.  "What  do  you  guys 
want,  to  live  forever?"  he  shouts,  and 
leads  his  rifle  team  over  the  wall. 

The  rest  is  history,  or  in  the  case  of 
this  World  War  II  simulation,  just  part 
of  the  game.  Field  of  Fire,  written  by 
Roger  Damon,  the  creator  of  Breder- 
bund's  Operation  Whirlwind,  is  an  en- 
thralling game  of  computer  combat. 
Eight  separate  scenarios,  ranging  from 
the  1942  campaign  in  Tunisia  to  the 
spring  1945  crossing  of  the  Roeher  River, 
and  every  major  battle  in  between,  puts 
you  in  command  of  Easy  Company, 
part  of  the  1st  Infantry  Division,  the  Big 
Red  One. 

As  the  company  commander,  you 
give  orders  to  the  six-man  teams  armed 
with  rifles,  machine  guns,  bazookas,  or 
mortars.  Each  team's  abilities,  such  as 
weapon  range  and  firepower,  are  based 
on  true-life  factors,  and  managing  the 


various  teams  is  a  large  part  of  a  suc- 
cessful battle. 

Separate  game  phases  let  you  ob- 
serve the  battlefield,  lay  down  fire, 
move,  and  assault  nearby  positions.  All 
commands  are  selected  by  manipulat- 
ing the  joystick  controller  or  pressing 
one  of  three  keys  on  the  keyboard. 
Three  levels  of  difficulty,  the  eight  sce- 
narios, and  an  extended  Campaign 
Game  make  Field  of  Fire  a  game  you'll 
play  more  than  once. 

Stealth  Makes  Health 

As  in  actual  World  War  II  battles,  win- 
ning at  Field  of  Fire  requires  attention  to 
detail  and  a  bit  of  luck.  Maneuvering 
and  firing — a  phase  in  which  some  of 
your  men  move  from  one  place  of  cover 
to  another  while  others  fire  at  suspected 
or  known  enemy  positions — is  a  vital 
tactic  to  master.  Charging  blindly  only 
brings  immediate  enemy  response,  pin- 
ning down  your  men.  A  few  minutes  of 
this  could  disintegrate  your  company. 
You  have  to  make  use  of  woods,  ridges, 
hedgerows,  streams,  buildings,  and 
roads.  To  be  caught  in  the  open  is  to 
risk  annihilation. 

Efficient  use  of  your  weapons 
teams  is  also  important.  Machine  guns 
wreak  havoc  with  enemy  infantry,  but 
against  armor  they'll  merely  force  the 
tanks  to  "button  up,"  just  slightly  re- 
stricting their  movements.  You  must 
keep  a  few  bazooka  teams  ready  when 
the  German  panzers  make  an  appear- 
ance. And  your  forward  observers 
(when  attached  to  your  company)  must 
be  protected  from  all  danger— placed  at 
the  tops  of  hills,  their  ability  to  call 
down  artillery  fire  can  turn  the  tide. 

Field  of  Fire  is  quite  good.  You 
quickly  get  the  flavor  of  combat  and 
command.  Some  problems  do  crop  up, 
however,  Compared  to  the  Germans  in 
most  scenarios,  your  men  are  just  too 
good.  Close  assaults,  in  which  your 
teams  toss  grenades  and  overrun  a 
neighboring  position,  almost  always  re- 
sult in  a  victory.  Also,  games  sometimes 
seem  to  end  abruptly.  In  one  scenario, 
"Forever  Road,"  you're  supposed  to 
move  your  company  off  the  top  of  the 
map.  But  if  you  eliminate  all  the  enemy 
units  beforehand,  the  game  ends  with  a 
less  than  acceptable  victory  level. 

The  bottom  line  is  that  Field  of  Fire 
is  a  sweaty  palms  kind  of  game.  You 
won't  smell  the  cordite  or  see  the  de- 
struction, but  your  imagination  fills  that 
in  quite  sufficiently.  Try  it — but  keep 
your  eyes  on  that  next  treeline. 

Field  of  Fire 

Strategic  Simulations,  Inc. 

833  Stierlin  Road,  Building  A-200 

Mountain  View,  CA  94043 

S39.95 


December  1985     COMPUTEI     85 


NEC  PC-8401A  Portable  Computer 


Gregg  Keizer,  Assistant  Book  Editor 

Lap-sized  portable  computers  are  every- 
where. You  see  them  under  the  arms  of 
business  people,  students,  journalists, 
lawyers,  and  writers.  It's  almost  impos- 
sible to  board  a  jetliner  without  seeing 
one  or  hearing  the  clack  of  its  keys.  No 
wonder,  for  a  lap  portable  lets  you  take 
your  work  virtually  anywhere.  And 
with  the  internal  modems  built  into 
most  lap  portables,  it's  simple  to  com- 
municate with  other  computers  thou- 
sands of  miles  away. 

The  NEC  PC-8401A  portable  com- 
puter is  no  exception  to  all  of  this.  With 
four  programs  permanently  stored  in 
Read  Only  Memory  (ROM),  the  NEC 
offers  word  processing,  personal  filing, 
spreadsheet  analysis,  and  telecommu- 
nications— anywhere,  anytime. 

Like  most  lap  portables,  the  NEC 
contains  internal  nickel-cadmium  bat- 
teries which  continuously  trickle  cur- 
rent to  the  Random  Access  Memory 
(RAM)  chips,  thus  maintaining  your 
data  even  v\'hen  the  power  switch  is 
turned  off.  The  NiCad  batteries,  in  turn, 
are  continuously  recharged  by  either 
four  C  batteries  or  an  optional  AC 
adapter.  A  low  battery  indicator  warns 
when  you're  down  to  your  last  30  to  60 
minutes  of  power.  The  C  batteries  last 
three  to  eight  hours,  depending  on  their 
type.  Even  if  the  batteries  fail  and  an 
external  power  supply  isn't  connected, 
the  NEC  retains  saved  files  for  up  to 
five  days. 

The  NEC  has  a  full-stroke  key- 


board and  a  larger  screen  than  most  lap 
portables — 80  columns  by  16  lines.  It 
has  a  total  of  64K  RAM  and  96K  ROM, 
plus  a  built-in  operating  system,  CP/M 
(Control  Program/Microcomputers). 
The  package  includes  a  phone  cable  for 
the  modem  and  a  cassette  recorder 
cable  for  storing  files  on  tape. 

Onboard  Software 

Wordstar-to-Go,  the  word  processing 
program,  is  a  truncated  version  of  the 
popular  Wordstar.  If  you  already  know 
Wordstar,  moving  to  the  NEC's  smaller 
version  is  a  snap.  Most  of  the  com- 
mands are  retained,  and  the  ones  that 
aren't,  such  as  soft  hyphenation  and 
on-screen  file  directories,  aren't  really 
missed.  Writing  on  the  NEC  is  a  plea- 
sure. The  keyboard  has  a  solid  feel  and 
the  screen  is  fast  enough  to  keep  pace 
with  your  typing. 

Calc-to-Go  is  the  NEC's  spread- 
sheet program.  You  can  create  up  to  64 
columns  and  256  rows,  though  the  win- 
dow on  your  screen  is  only  80  charac- 
ters wide  by  14  rows  (a  status  line  takes 
up  the  other  two  rows).  The  program 
has  most  standard  spreadsheet  fea- 
tures, such  as  entering  data  and  formu- 
las, arithmetic  and  logical  functions, 
and  editing  or  deleting  data,  rows,  and 
columns. 

Personal  Filer  lets  you  design  cards 
and  files  which  contain  information 
such  as  addresses,  phone  numbers,  and 

client  notes.  You  can  search  and  sort 
these  cards,  even  use  them  to  automati- 
cally dial  phone  numbers.  Modifying, 


viewing,  and  entering  new  cards  is  fair- 
ly simple. 

The  fourth  program  included  in 
the  NEC  is  a  telecommunications  pack- 
age called  Telecom.  Using  the  internal 
300  bits-per-second  modem  (an  exter- 
nal 1200  bps  modem  is  optional),  you 
can  access  information  services,  elec- 
tronic bulletin  boards,  and  almost  any 
other  computer  connected  to  a  modem. 
Telecom  can  upload  and  download  files, 
dial  numbers,  and  automatically  log  on 
to  services.  You  can  set  up  directory 
files  and  build  log-on  sequences.  Both 
no  protocol  and  Modem7  protocol  are 
supported,  and  Wordstar-to-Co  files  can 
be  converted  to  straight  ASCII  for  up- 
loading to  other  computers. 

Documentation  for  these  programs 
is  extensive.  Three  manuals  plus  a  gen- 
eral User's  Guide  come  with  the  corn- 
puter.  Examples  are  easy  to  follow,  for 
the  most  part,  and  cover  almost  all 
commands  and  features. 

NEC  offers  a  wide  range  of  acces- 
sories, including  an  externa!  SVi-inch 
disk  drive  (320K),  a  battery-powered 
32K  RAM  cartridge,  and  cables  for  par- 
allel printers,  monochrome  monitors, 
and  RGB  color  monitors. 

For  the  price,  the  NEC  has  much  to 
offer.  Word  processing,  spreadsheet 
management,  filing,  and  telecommu- 
nications— all  at  your  fingertips. 

NEC  PC-SiOTtA 

NEC  Home  Etecfroiiics  (USA)  Inc. 

1407  £s/t'S  Al'cmtc 

Elk  Grove  Viltai^e,  IL  60007 

$999 


MouseWrlte  For 
Apple  lie  And  lie 

Gregg  Keizer,  Assistant  Book  Editor 

Requirements:  Apple  lie  zuith  extended 
memory  80-column  card  and  a  disk  drive 
or  an  Apple  lie.  Mouse  recommended. 

Pull-down  menus,  overlapping  win- 
dows, mouse-driven  commands,  and 
clipboards — seems  like  they're  every- 
where. The  Macintosh,  Amiga,  Atari 
520ST,  and  even  the  IBM  PC  with  the 
GEM  operating  system  take  advantage 
of  these  tools,  offering  programs  easy  to 
learn  and  use.  Word  processing  pro- 
grams such  as  MacWrite  and  Microsoft's 
Word  on  the  Macintosh,  for  instance, 
are  built  around  this  type  of  user  inter- 
face.  Now,   with   a   program   called 


MouseWrite,  you  can  point  and  click 
your  way  through  your  prose  on  an 
Apple  lie  or  enhanced  Apple  He. 

MouseWrite  is  a  full-featured  word 
processor,  complete  with  all  the  stan- 
dard text  entry,  editing,  and  formatting 
functions  people  have  come  to  expect. 
What  makes  it  different  is  not  so  much 
what  it  does,  but  how  it  does  it.  If 
you're  able  to  point  and  click  a  button, 
you  can  delete  text,  change  margins,  do 
boldfacing  or  underlining,  justify,  and 
search  and  replace. 

The  program  looks  and  works 
somewhat  like  a  Macintosh  application. 
The  AppleMouse — though  not  re- 
quired— is  used  to  move  the  cursor, 
display  menus,  and  select  options.  If 
you're  not  using  a  mouse,  keyboard 
commands  are  available.  A  bar  at  the 
top  of  the  screen  contains  eight  menus, 
ranging  from  Windows  and  Page  to 
Edit  and  File.  Everything  is  within  easy 
reach.  A  ruler  showing  margins  and 
tabs  can  be  displayed  or  hidden.  Two 


windows  can  be  open  at  the  same  time, 
letting  you  cut  and  paste  sections  of  text 
from  one  version  of  a  document  to  an- 
other. Printers  can  he  selected  and  text 
formatted  with  a  click. 

Familiarity  Breeds  Content 

If  you've  used  a  Macintosh  word  pro- 
cessor such  as  MacWrite,  acclimation  to 
MouseWrite  is  simple.  Its  operation  is  so 
comfortable  that  you  can  be  up  and 
writing  within  a  few  minutes  of  loading 
the  program.  Since  the  menus  and  com- 
mands are  all  just  a  click  away,  there's 
little  need  to  pore  over  the  manual.  If 
you're  unfamiliar  with  Macintosh-like 
programs,  the  documentation  quickly 
gets  you  started,  though  many  of 
MouseWrite's  features  and  commands 
will  seem  intuitive.  Choosing  the  Find 
menu,  for  instance,  leads  you  to  three 
choices:  Find  Next,  Replace  Then  Find, 
and  Replace  All.  The  text  you  want  to 
find  and  replace  is  simply  typed  in. 
Even  file  and  disk  management,  such  as 


86     COMPUTEI     December  198S 


formatting  disks,  and  opening,  closing, 
and  deleting  files,  is  done  with  only  a 
simple  command  or  two. 

Other  MouseWrite  features  include 
automatic  page  numbering,  headers, 
footers  (both  of  which  can  display  the 
current  time  and  date),  an  optional  on- 
screen clock  (which  unfortunately  must 
be  reset  each  time  the  program  is  boot- 
ed), centering  and  justifying  text,  and 
three  spacing  options.  Scroll  bars  let 
you  move  quickly  through  a  long  docu- 
ment, and  windows  can  be  resized  by 
moving  the  mouse  pointer. 

MouseWrite  makes  writing  what  it 
should  be — fun.  With  virtually  no  com- 
mands to  memorize  (at  least  when  you 
use  the  mouse),  you  can  concentrate  on 
the  words,  not  how  the  words  get  into 
the  computer, 
MouseWrite 

Roger  Wagner  Publishing 
P.O.  Box  582 
Saittee,  CA  92071 
$125 


Phantasie 

For  Apple  &  64 

James  V.  Trunzo 

Reciuirements:  Apple  Il-series  computer 
with  at  least  48K  RAM  and  a  disk  drive;  or 
a  Commodore  64  with  a  disk  drive.  The 
Apple  version  ivas  reviewed. 

I  have  a  strong  predilection  toward  fan- 
tasy role-playing  games,  and  when  one 
comes  along  that  seduces  me  into  hour 
after  hour  of  play,  it's  hard  to  keep  from 
sounding  overenthusiastic.  But  such  a 
game  has  come  along.  Phantasie,  from 
Strategic  Simulations,  may  be  the  best 
fantasy  role-playing  game  to  come 
down  the  silicon  pike  since  Sir-Tech 
conjured  up  Wizardry.  As  a  matter  of 
fact — at  the  risk  of  sounding  blasphe- 
mous— in  some  ways  Phantasie  sur- 
passes Wizardry. 

Phantasie  contains  all  the  typical 
ingredients  that  go  into  a  top-notch 
role-playing  game:  multiple  characters 
derived  from  various  races,  standard 
professions  (such  as  wizards,  warriors, 
thieves,  and  so  on),  magic,  monsters, 
and  mayhem.  However,  the  ways  in 
which  Phantasie  combines  these  ele- 
ments sets  it  apart  from  typical  adven- 
ture games. 

First,  Phantasie  employs  a  vertical 
split  screen,  the  left  side  showing  the 
area  in  which  the  party  of  adventurers 
is  traveling  and  the  right  showing  the 
party  itself.  During  combat  (a  frequent 
occurrence  in  Phatttasie),  the  enemy  ap- 
pears in  front  of  the  adventurers  on  the 
left,   and   the   fight  evolves   into   a 


semianimated  affair.  Spells  hurl  up  and 
down  the  screen,  striking  each  oppo- 
nent. Swords,  stingers,  fangs,  and  claws 
are  thrust  in  the  direction  of  the  enemy, 
with  appropriate  sound  effects  accom- 
panying hits  and  misses.  Of  course, 
combat  isn't  always  a  must:  You  can 
greet  an  enemy,  flee,  accept  a  surren- 
der, or  attempt  a  bribe.  Strategy  is  vital, 
especially  early  in  the  game  when  the 
adventurers  are  weak. 

Phantasie  keeps  you  in  the  dark, 
never  showing  you  what's  ahead  until 
you  explore  the  area.  However,  once 
you've  explored  the  territory  or  dun- 
geon (there  are  ten,  all  large  and  dan- 
gerous), the  program  "remembers"  and 
displays  the  area  when  you  reenter  it 
later.  There  are  16  screens  of  territory  in 
Phantasie's  land  of  Gelnor,  so  this  elim- 
inates the  drudgery  of  painstakingly 
mapping  a  large  area  on  paper,  while 
retaining  the  game's  mystery.  In  addi- 
tion to  saving  lots  of  time,  this  feature 
emphasizes  one  of  Phantasie's  major 
strengths:  It  is  exceedingly  playable,  yet 
exceptionally  challenging. 

An  Unfolding  Story 

Phantasie  is  aided  tremendously  by  a 
strong  story  line  that  actually  develops 
as  you  play.  With  help  from  20  scrolls 
scattered  throughout  Gelnor,  the  party 
of  adventurers  is  guided  in  its  quest  to 
defeat  the  Black  Knights  and  their  sor- 
cerer master,  Nikademus.  These  scrolls, 
hard-earned  for  the  most  part,  contain 
hints  that  are  necessary  to  emerge  vic- 
torious. And  don't  be  surprised  if  you 
notice  a  resemblance  to  J.R.R.  Tolkien's 
Lord  of  the  Rings. 

The  program  allows  a  tremendous 
amount  of  interaction  between  charac- 
ters and,  even  more  importantly,  be- 
tween the  player(s)  and  the  game  itself. 
It  asks  you  to  make  choices  often 
enough  to  involve  you  in  the  action 
without  slowing  up  play,  and  the 
choices  directly  affect  the  course  of  the 
game.  Too  often  in  games  of  this  sort, 
the  choices  are  gratuitous,  negating 
their  value. 

It's  easy  to  go  on  about  Phantasie 
because  there  are  a  tremendous  number 
of  facets  to  this  program.  Eighty  differ- 
ent monsters,  more  than  50  spells,  100 
pieces  of  equipment,  plus  potions, 
scrolls,  rings,  and  other  details  make 
the  game  fascinating  to  play.  Whether 
you're  visiting  a  town  or  a  dungeon, 
fighting  a  troll  or  a  swarm  of  killer  bees, 
or  hiking  through  the  mountains  or  the 
deserts,  your  persona  will  be  chal- 
lenged both  physically  and  mentally 
throughout  a  game  of  Phantasie. 

Phantasie 

Strategic  Simuialions,  Inc. 

8S3  Stierlin  Road,  Building  A-200 

Mountain  View,  CA  94043  ^ 

S39.95  ^ 


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1850  Interlace 109 

ATARI  SOFTWARE  (NEW) 

Codewriter 35.75 

iFilewriter 20.75  cunFiio  t-i Ti 

Reportwriter 20.75  SinrlirVitir  mV Hit 

Menuwr.ter 20.75  l^"?^^ '*"^""> ?i?i 

Home  Integrator 19.75  SnTro^7 Ik?! 

Small  Bus.^lnvenlory 11.75  |Xnrh,nn 3K7^ 

Salesman  Expenses' 11.75  linstock Ifi?! 

Aces  Rec/Pay 11,75  !>y"^'o™ "^S-^s 

Retail  Invoice 11.75    ._,,_.,_,,__  ,i„,,    ,.,     ., 

Final  Legacy 15.75  ADVENTURE  NT'L  Atan) 

iture  Wr<='  iovk  _  i 1 


Super  Sketch  C-61 29.95 

Primer  Ulilily  C-64 14.99 

Super  SKeich  Aran 25.95 

Super  Sketch  Apple/lbm 55.00 

SYNAPSE  (Atari) 


I  Adventure  Writer.. 18.75 

Star  Voyager 11.75 


ATARI 

XMM-801  Printer i77 

XDM.121    Daisywtwfll         ,,  196 

XM301   Modem     39 

SF35i  SSDD  Dnve 166 

SF3K  DSDD  Drrvo 207 

BRODERBUND  (Atari) 

The  Print  Shop 28.95 

Graphics  Library 18.95 


Diskey 32.75 

Ultracfissambler 32.75 

Uaxi  Golf 18.75 

Ralley  Speedway 26.75 

Whomper  Stomjer 18.75 

Adventures  1-12  each. ..14.50 
Adv.  Hint  Book 5.50 


SCARBOROUGH  (Apple) 

NET  WORTH 48.75 

Improved  Mastertype 22.75 

Mastertype  Filer 22.75 

BRODERBUND  (Apple) 

The  Print  Shop 31.50 

Graphics  Library 18.50 

Graphics  Library  II 18.95 

Paper   Refill 11.95 

Bank  St  Writer  64K 41.50 

Bank  St  Wriler  128K 42.75 

Bank  S!  Filer 42.75 

Bank  St  Mailer 42.75 

Bank  St  Speller 42.75 

Carmen  Sandiego 22.75 

Karateka 22.75 

Captain  Goodnight 22.75 

Muppey  Cruise 25.75 

SUB  LOGIC  (Apple) 

Flight  Simulator  11... .32.75 

Ni#it  Mission  Pinball 20.75 


TRONIX 

S.A.M.- Atari 38.50 

3.A.M.  -C-64 -.38.50 

CONTINENTAL 

I  Graphics  Library  II 19.50  Home  Accountant 44.75 

Bank  St.  Wriler 42.75   1985  Book  oi  Alain  Software    16  95 

Whistler's  BrOlhsr 16.95 

ie'»^::::::::::;;;:::;;;:::]i:ii  „ ,  spinnaker ^^^ 

Serpent's  Star ........24.95  Delta  Drawing  Room       19,95 

I  f^^=^  °'  '^«  Sun 24.95  gg^sU^Lte:::::;:?!! 

MICROPROSE  (Atari)  INNOVATIVE  CONCEPTS 

gra'^d'e^^K^ ::::::l4:?l  ^"^-"-^"^  ^° 

Decision  in  Desen  , 24.75 

Soio  Flight ..20.75 

Nato  Commander ...20.75 

Spitfire  Ace 18.75 

F-15  Strike  Eagle 20.75 

Hellcat  Ace 18.75 


COMMODORE 

C-128  NEW CALL 

1571  Drive CALL 

1572  Drive CALL 

1902  Monitor CALL 

1670   Modem....,...., CALL 

C-64  Computer CALL 

1541  Drive 189 

MPS801  Printer LOW 

1702  Monitor .,.199 

Simon's  Basic 24.75 

Assembler' 64 34.75 

Super  Expander 22.75 

Logo  64 49.75 

Pilot  64 38,75 

Easy  Cale 34.75 

Easy  Script 38, ''5 

CARDCO 

Digitizer  Camera 169.95 

32'K  Printer  Buffer 59.95 

Numeric  Keypad 34.95 

CB/5  5-s!ot  Board(64).... 54.00 
CB/2  2-slot  Boardt64}.,., 25,00 

S'More  Basic  Rom 49.95 

Write  Now-64 35.00 

Mail   Now-64 29.00 

Speli   Now-64 29.00 

File  l^ow-64 29.00 

Paint  Now-64 29.00 

Calc  Now-64 29.00 

Tax  Survival 29.00 

Super  Printer  Utiiity 27.95 

Write  Nnw-Vrc-20 29.95 


.B.25 


MICROPROSE  (Apple) 

Crusade  in  Europe 25.75 

Decision  in  Desert 25.75 

F-15  Strike  Eagle 21.75 

Nato  Commander 21.75 

SSI  (Apple) 

fi^ech  Brigade 36.75 

Norway  f985 22.75 

fvlarket  Garden 29.75 

Six  Gun  Shootout 24,75 

50  Mission  Crush 24,75 

Phantasie 24,75 

Spinnaker 

Alphatjet      SI 6.75 

SSoryMachine S19.75 

Kids  on  Keys $1675  QR    &    D 

Grandma     ■...■ ...S19.75    Copy  0 27.95 

Snooper  TrooB S22  75   GPC  Printer  Interface. ..65-00 


EASTERN  HOUSE 

Rabbit  C-64 19.95 

Rabbil  VIC-20 19.95 

MAE  C-64 27.95 

Telsfar  64 19.95 

M.L.  Monitor  64 18.95 


SUB  LOGIC  (Atari) 
Flight  Simulator  II. ...32.75 

Night  Mission  Pinball 20.75 

SSI  (Atari) 

Colonial  Conquest 24,75 

Field  of  Fire 24.75 

Kampfgruppe ,...36.75 

Objective:  Kursk 24.75 

Market  Garden 29.75 

Six  Gun  Shootout 24.75 

War  in  Russia 49.75 

Computer  Baseball 24.75 

Computer  Quarterback. .24.75 

Gemstone  Warrior 22.75 

50  Mission  Crush 24.75 

Questron 29.75 


US  ROBOTICS 

P35!*ni[)lJ0OM  !J9 

Pass»[lral2DCF  229 

Pa5Smfn3MM  139 

PassftQiaSCCF  139 

lu:M)ijr5i?s  359 

PCM5  319 

PCV64  519 

PCW256  769 

S  100  379 

CO'ifi^i  469 

vc-:',nk  jeg 

•?iar  Vs-DCS  79 

RACAL-VADIC 

?JOOPC  5<9 

2400PA  799 

P400V  559 

•JCOPC  329 

iJOV  205 

lOOPC  190 

Of^'q?  Snf  i^aie  B9 


MODEMS 


HAYES 

SmanmcxJem  3C)0 
Smarlnxxtefn    1 200 
SmanmaJem  1200B 
SfTiannxxJefn  2400 
MtcronvxJem    I  IE 

Westndge  (C-64) 
Miley  Mo  Modem 
CompuServe  , . 

ANCHOR 

Vdksnxxjem 
VolksTTTOdem  12 
t^ark  12 


133 
377 
347 
598 
135 


55 

186 
229 


TELE  LEARNING 

Total  Telecommuncatons 
(C*«|  29.95 

AP.250  (300  Baud  Apple)  69,95 
18-250  (300  Baud  !BM)       69,95 

NOVATION 

iBM-SCC  1200  fJ.S-DOSeil  319 

IBM  300,1200  CPM-eG  0.1  319 

IBM  3CDI?D0  2400{>I  529 

IBI' SOO'i  2,11(1(2400  MS- DflS  57g 

iBt.' r/S-QOSir  325 

:eH  CPV.BE  tit  325 

Mac^odtm  3(!0,-1 200  315 

P.fl,icTj)dem  300,')  200.2100  585 

Apple  Call!  2t9 

UDI)'.!i1(  *i[lle  Cal  II  235 

C31  30C  Acouni  r  ■  30 

JCa!RS232  ?o 

MICROBITS 


SPINNAKER  (C-64R0M) 

Cosmic  Life  ROM 19,75 

Jukebox 19,75 

Alphabet  Zoo 17,75 

Alt  in  Color  Caves 19,75 

Up  for  Grabs 19.75 

Delta  Drawing 19.75 

Kids  on  Keys 16.75 

Kindercomp 14.75 

-acemaker 17.75 

Fraction  Fever 17.7J 

BATTERIES  INCLUDED 

Paper  Clip 59.95 

Spell  Pak 34.95 

Consultant 59.95 

Paper  Clip 

w/Spell  Pak ...75.95 

Home  Pak 34.95 

Bus  Card 129.95 

80  Column  Board ,109.95 

SSI  (C-64) 

Colonial  Conquest 24.75 

Wings  of  War 24.75 

Computer   Ambush 34.75 

Field  of  Fire 24.75 

Fighter  Command 36.75 

Kampfgruppe ...36.75 

Mech  Brigade ,36.75 

l^arket  Garcfen 29.75 

Six  Gun  Shootout., 24.75 

Computer  Baseball- 24.75 

Computer  Quanerback.,24.75 

Imperium  Ealactum 24.75 

Phantasie.,.., 24,75 

Cartels  &  Cutthroats 24.75 

50  Mission  Crusti 24,75 

Questron 24,75 

SYNAPSE-64 

Essex 23.95 

Brimstone 23.95 

Lode  Run  Rescue 18.95 

Syncalc .,  . . , 33.75 

Syncalca  Ttmp 12.95 

Mindv^heel 23.95 

SCARBOROUGH  (C-64) 

Build  A  Book 24.75 

Iniproved  Mastertype 23.75 

fJET  WORTH 48.75 

Mastertvoe   Filer 22.75 

Boston  64  Diet 27,75 

CONTINENTAL 

(C-64) 
Home  Accountant 44.75 

1984  Tax  Advantage 35,75 

1985  C-64  Book  Of  Software 16  95 

PERSONAL  PERIPHERALS 

Super  Sketch  64 32.75 

Printer  Ulillty .....18.75 

SUB  LOGIC  (C-64) 

Flight  Simulator  II. ...32.75 

Night  Mission  Pinball 20.75 


MONITORS 


SAKATA 

SGlOOO  12"  Gre«n  99 

SAiOOO  12"  Amber  ,109 
SGlStB  12'  Green  TTL  119 
SA)50Q  12'  Amber  TTL,  12? 
SC1(X)  13  ■  Color  Comp,  20= 
SC200   13"  RGB  38S 

NEC 

JB- 1260  Green 95 

JB-1201  Green  ,  ,135 

JC  1215  Color 235 

JC  1216  RGB 376 

JC1460  Color 265 

JB-1205  Amber 139 


ZENITH 

ZVM  122A  Amber 75' 

Zjn*  123G  Green 7S 

ZVM  124  Amb«r  IBM 129 

fvM  133  Roi': -::;-!!;:.!. !!!389 

ZVM  135  ComposJW 449 

ZVM  136  Hi  HniCotor 5«9 

:2?0    1230    '240  CALL 

TEKNIKA 

rAl-lO    CornposKB  179 

MJ-22  RGB  255 


TAXAN 

Green  Comoosne  CALL 

■  Amber  Composile  CALL 

Green  TTL  135 

4miJe?  TTL  U5 

Color  Coniposrle  259 

RGB  Hi  nes  IBM  3» 

RGB  Super  H.  IBM  403 

RGB  Ullra  Hi  Res  555 

Till  Slara  J5 

X-THON 

Comcalor  I  ComDOMle  Green    177 


lis  12 
116  tj" 

121  12' 

122  12' 
223  ■ 
•:-Q  ■ 
42u  -2 
440  12 


PANASONIC 

DT13OOD  13'   RGBftmposte 
DTM140   14-  RGaOmposte 
D"Hi03    10    RGB  H   Res 
DTSiQi     IP    Cornpcs.ie 
D'lOOOG  10    RGB 
TXiJHJP  12    caff 
TR120M1P4   12-  Green 
TR120MBPA  '.r  Ambei 
TR:221v19P     1!'  Gieen  IBM 
'R122VVP     i;-  Amber  IBV 


247 
323 
395 
175 
166 
419 
109 
109 
148 
146 


AMOEK 

300  Gr*«n IIB 

300  Amber 128 

310  Ambef  IBM 155 

Color  300  Audio 234 

Cotor  SOO  Composite SOS 

Color  600 W> 

Coiof  7T» 4K 

PRINCETON  GRAPHICS 

MAX-12  Amber 185 

HX-12  RGB 465 

SR-12  RGB 595 


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CARDCO 

SG-W.  $208.00 

32K   SUFFER   lC-64) 

S9 

AXIOM     SEIKOSHA 

CORONA 

GP550AT    Atan}                   222 

LP300  Laser  Pnnler   - 

■im, 

GP550CD.C-64   222 

200361  Toner  Cartribge 

.aa 

GP700AT  lAlan) 439 

GP7D0AP    Apple) «9 

ELITE5CD  (0-64) 229 

EPSON 

C.  ITOH 

FX65  ItJew) 
UX80 

333 

?1? 

B510AP*                               -399 

Fxtaa  (New) 

464 

1550P                                     «7 

LX90  (New) 

226 

1550BP                                   437 

SQ20(XI  (fJew) 

liibS 

^  56UEP                                   437 

jxeo 

46/ 

1550BCD                                4*9 

Homewnler    10 

193 

FIMO              859 

CR-20-Alan 

153 

F1D-S5        1039 

CR-22&C-64 

153 

75O0AP      204 

DX-10   (New} 

207 

7500AP                               .  .  244 

DX-20   (New) 

297 

HS-flO   (New) 

288 

LQ1500P 

qTi 

TOSHIBA 

LQisons 

1039 

Ml  3-10                                         557 

HX-lOO 

356 

P351                                       1286 

FX-lOO* 

CALL 

CITIZEN 

IVISP-IO - 269 

l\flSP-15 358 

MSP-20  33' 

MSP-25       495 

Sheetidr  (10/20),  1S9 

SHeeildi  (15/251  199 

OKIDATA 

OI<imate  10 179 

Okimaie  20         CALL 

182  214 

192  348 

193  563 
92P  349 
93P  565 
84P  645 
92    imaoBwriter  349 

"IBM  vetsions  also 

BROTHER 

HR-15XL-P  359 

HR-ISXL-S  359 

HR-35P  839 

HR-35S  839 

2024L-P  949 

M1009-P  189 


JUKI 

Juki    6100 .347 

RS232  Serial  Board 55 

6100  Tractor  119 

6100  Sheel  Feeder 209 

Juki    6300       757 

LEGEND 

880 ise 

1080 - - 222 

13B0 -- 262 

1385 296 

DIGITAL  DEVICES 

IGK    BUFFER  76 

32K    BUFFER  89 

64K    BUFFER  125 


DIABLO 


336 

630API 

630ECS 

D801F 

P32CQ1 

P3S 

C150 


.549 
1599 
1759 
2395 

699 
I74i> 

999 


tfl9t...$233.00 

PANASONIC 

TOST 233 

3131  (NEW) 269 

1092 ^'3 

1093 426 

3151  Leller... 426 

4K  Blj(fer 6b 

SILVER  REED 

EXP400    249 

eXPSDO  295 

EXP550  399 

EXP770  749 

STAR  MICRONICS 

SG-tO 208 

SG-15  373 

SD-IO  336 

SD-15 442 

SR-10      463 

SR-15  583 

Powerivpe  303 

SB-10  .  CALL 

SG.lOC-64    (NEW)  CALL 


LOWEST  PRICES 


i^i4y   ^y^  ant/  Sr^oif: 

"C  ^^ii.  0°OEf*- Uf.'E' 

'•JO  DepG$.t  en  u^S  COD  Mets' 
•OfoersCt^sotPj:  SA/c  SrawSste  Tat' 
'Fu'<  fi^anutactuter  %  'Asf.'S^fy  A^oif' 

'Fu.'}  Accezsofy  Lj.ie  m  Sfocli-' 
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IrofT  Educatcoa  snstiMions' 
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PRINTING 
PAPER 


3000  SHEETS 

FANFOLD  .  S42  75 
1000  SHEETS 

FANFOLD  J19  75 

lOOOSHEETLETTER  $21.95 

200  SHEETS  LETTER  S8.99 

1 50  RAG  STATIC  NARY  SI  0  99 

MAILING  LABELS  (1<n)  K9S 


WICO  Joysticks 

15-9714  Sat  Handle 16.75 

50-2030   Boss 1 1  99 

50-2002  Super  3-Wav  .,  19,99 


PRINTER 
INTERFACING 


AXIOM 

AT846  (Atari) 65 

Parallax  (C-64) 65 

MICROBITS 

MPP-1150  (Atari) 54 

MPP-1150)a  (Aiari) 59 

MicroPrint  (AtariJ 39 

64K  RAIVl  Boartf  (600x1) 65 

DIGITAL  DEVICES 

ApeFace  XLP  (Alari) 49 

ApeFace  12XLP  (1200x1)  ...49 

U-Print  A  (Atari) 54 

U-Print  C  (C-64) 49 

U-Print  AlfeK  Buffer 74 

U-Print  A64K  Buffer 99 

U-Print  AP16K  (Apple) 99 

U-Print  AP64K   Apple  139 

U-CALL  RS232  (AfEri) 37 

MICROTEK 

Durnpling  GX  (Appla) 59 

DuTiplinq  16K  (Apple) 89 

RV-61lCf  (Apple) 49 

TYMAC 

Connaction  (C-64) 55 

Tackier  (Apple) 49 

PPC-lOO  (Apple) 39 

ORANGE  MICRO 

GRAPPLER+    (Apple) 85 

Grappler  16K  (Appre) 149 

ORANGE  (Apple) 59 

Grappler  CD  (t-64) 79 

CARDCO 

G-Wiz(C-64) 54 

C/?-fG  (C-64) 45 

C/?PS  (C-64) 49 

C/?B.,(C-64) 39 

C/7AT  (Atari) 49 

C/7AP   (Apple) 49 

C/7IBM    (IBM) 29 


DISKETTES 


{Box  10) 
DENNISON 

ELEPHANT   6' ;  '    SSSO  1199 

ELEPHANT  5  i     SSDD  12  99 

ELEPHANT  5--i-   DSDD  14.99 

PREMIUM  5V     SSDO-  13.99 

PREMIUM  5'i"  DSDD.  15.99 


SUNKYONG 

SKC  5V<-  SSOD 
SKC  5'«'   DSDD 


11  99 
1399 


MAXELL 

S'-.,"  MDl  13  99 

5'..      MD2  19  99 

VERBATIM 

SV«-  SSDO  1399 

SV»-    DSDD 1999 

BONUS 

5Vi"    SSDD  9  99 

5' J-    DSDD  12  99 

NO  LABEL  DISKETTES 

NL  5V»"  SSDD. .10.99  (Box  10) 
NL  5V."  DSDD. .15.99  (Box  10} 

•Free  Disltefte  Writer  Pen! 

•Free  Storaqe  Case! 


DRIVES 


INDUS 

GT  ATARI 199 

GT  COMMODORE 236 

COMTEL 

Enhancer  2000  ic-en}  179 

TYMAC 
MSD 

SDl    Drive  (C-64) 229 

SI32  Drive   C-64  469 


IBM-PC 

COMPATABLE 


LEADING  EDGE 

PCCompalable  Tall 


ITT  XTRA  XP  Persinal  ConiptKerl 
■256K  2  Drive  Syslem  CALL 
■256K.  10  Meg  Hard  Syslem  Call 

AT&T 

Satan  7300 CALL 

6300  ..      CALL 

TANDON 

■320K  ="o  'i'    Drive  115 

•LEADING  EDGE 

l^utshell - 69.95 

LEWP  Basic 6500 

LEWP  Merge  Pnm 99.00 

LE  Spell  Correclion 169.00 

•QUADRAM 

Quad  Jr.  Exp  Chassis...  519.00 
Quad  Jr.  Exp.  Memory  ...209.00 
Quad  Memory  Jr..  ...   .209.00 

•LOTUS 

Lotus  1-2-3 309.00 

Symphony 439.00 

AST 

Six  Pack  Plus  64K CALL 

Mega  Plus  II  64K ...269 

Memory  128K  'mega) i99 

Memory  256K  (ivlega) 335 

Mono-Graph  Plus.. 339 

Ac!van!age-AT-128K 389 

OMEGA 

10  Meg  Bernoulli  Box  (IBM). .1899 
5  Meg  Bernoulli  Box  (MA(;).1499 


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REVISITED 


Charles  Brannon,  Program  Editor 


Since  its  publication  in  the  March, 
April,  May,  and  June  1985  issues  of 
COMPUTE!,  response  to  the  Speed- 
Script  3.0  ZL'ord  processor  for  the 
Commodore  64,  VlC-20,  Atari,  and 
Apple  computers  has  been  tremen- 
dous. Hundreds  of  readers  have  writ- 
ten to  comment  on  SpeedScript,  ask 
questions,  and  report  minor  bugs. 
This  article  shows  how  to  fix  a  few 
bugs  confirmed  in  the  Commodore 
and  Apple  versions,  including  the 
versions  on  the  March,  April,  and 
June  COMPUTE!  Disks. 


Considering  its  size  and  the  con- 
straints under  which  it  was  devel- 
oped and  distributed,  SpeedScript 
3.0  is  remarkably  bug-free.  We 
made  every  effort  to  fully  test 
SpeedScript;  however,  any  sophisti- 
cated program  is  bound  to  have  a 
few  nooks  and  crannies  where 
problems  lurk.  Even  if  you  haven't 
encountered  any  of  these  bugs,  you 
may  want  to  make  the  following 
corrections  to  ensure  that  you  have 
the  most  reliable  word  processor 
possible. 

Corrections  are  much  harder  to 

make  with  an  all-machine-language 
program  like  SpeedScript  than  with 


a  BASIC  program.  You  can't  just 
Insert  or  delete  a  line  of  machine 
language.  You  wouldn't  want  to 
type  in  SpeedScript  all  over  again, 
either.  Instead,  corrections  to  ma- 
chine language  programs  are 
usually  in  the  form  of  a  patch — a 
section  of  new  code  which  replaces 
some  existing  code.  Programming  a 
patch  properly  is  no  small  feat,  es- 
pecially if  you  need  to  add  addi- 
tional code.  The  patch  must  be 
merged  with  the  original  program 
to  create  a  new,  debugged  program. 
Check  the  notes  below  for  your 
computer  to  see  how  to  enter  the 
corrections. 

If  you  have  an  Atari,  you'll  no- 
tice there  aren't  any  corrections  list- 
ed for  your  version  of  SpeedScript. 
The  Atari  version  does  have  the 
same  bug  that  afflicts  the  other  ver- 
sions: an  odd  character. is  printed 
whenever  the  underline  toggle 
command  is  used.  Fortunately,  this 
odd  character  is  a  null  (CHR$(0))  on 
the  Atari,  so  nothing  is  printed,  and 
no  harm  is  done.  Therefore,  there's 
no  need  to  make  a  correction. 

Commodore  64  And 
VIC-20 

These  are  known  bugs  in  Commo- 
dore 64  and  VIC-20  SpeedScript  3.0 
that  these  corrections  fix: 


The  buffer  should  be  preserved 
after  an  Erase  All,  but  a  change  to 
one  program  module  caused  the 
buffer  to  be  cleared  with  the  rest  of 
the  text.  The  fix  causes  the  Erase  All 
routine  to  skip  past  the  buffer  clear- 
ing routine. 

Sometimes  the  cursor  does  not 
appear  when  you  first  run  Speed- 
Script,  but  this  problem  is  also  easi- 
ly fixed  with  the  changes  below. 
Also  fixed  is  a  bug  that  prevents 
owners  of  dual  disk  drives  (such  as 
the  MSD)  from  accessing  drive  1  for 
loads  and  saves.  (These  bugs  were 
first  noted  and  corrected  in  the  May 
1985    "CAPUTE!"    section    of 

CO.MPUTE!.) 

Recently  confirmed  and  fixed 
is  the  underline  bug,  which  prints 
an  extraneous  character  whenever 
the  u  format  command  (CTRL-£,  u) 
is  used. 

The  RUN/STOP  key  behaves 
strangely  when  you  use  it  to  stop 
printing.  Sometimes  it  works  fine. 
Other  times  RUN/STOP  does  stop 
printing,  but  when  you  return  to 
edit  mode,  it  starts  inserting  five- 
space  tabs.  The  printer  handler  is 
supposed  to  wait  for  vou  to  release 
RUN/STOP  before  'returning  to 
edit  mode.  At  worst,  this  bug  causes 
your  printer  to  continuously  eject 
paper  until  you  stop  it. 


90    COMPUTEI     December  1965 


Follow  these  steps  to  make  cor- 
rections for  all  these  bugs: 

1.  Load  SpeedScript,  but  do  not 
run  it. 

2.  When  you  see  the  READY 
prompt,  enter  the  following  POKEs 
for  your  version  of  SpeedScript.  Be 
extremely  careful  when  typing 
these  lines.  If  you  enter  any  of  these 
numbers  incorrectly  you  may  create 
new  bugs  that  will  be  difficult  to 
find  and  fix.  Enter  the  POKEs  with- 
out line  numbers  and  press  RE- 
TURN after  typing  each  line: 
Commodore  64: 

POKE  2547,96:POKE  4316,200:POKE 

4946,234:POKE  4947,234:POKE  7716,50 
POKE  5785,234:POKE  5786,234:POKE 

5787,234:POKE  7581,ll:POKE  7590,76 
POKE  7591,86:POKE  7592,29:POKE 

7593,201:POKE  7594,35:POKE 

7595,208: POKE  7596,23 

VIC-20: 

POKE  4625,l:POKE  5095,96:POKE 

7370,234;POKE  7371,234;POKE  10054,50 
POKE  8J45,234:POKE  8146,234:POKE 

8147,234:POKE  9937,ll:POKE  9946,76 
POKE  9947,138;POKE  9948,38:POKE 

9949,201:POKE  9950,35:POKE 

9951,208:POKE  9952,15 

3.  Save  the  modified  Speed- 
Script  by  entering  SAWE"filename" 
for  tape  or  S/WE"Q:filenaiiie" ,8  for 
disk.  Be  sure  to  use  a  different  file- 
name than  the  original  SpeedScript. 

Interface  Confusion 

Many  Commodore  SpeedScript  us- 
ers have  reported  problems  that  are 
not  really  the  fault  of  the  program 
at  all.  Instead,  printer  interfaces  are 
to  blame.  The  interfaces  used  to 
connect  Commodore's  serial  pe- 
ripheral bus  to  non-Commodore 
parallel  printers  are  usually  small 
computers  in  themselves.  They 
have  their  own  microprocessors, 
RAM,  and  ROM.  Unfortunately, 
this  intelligence  sometimes  makes 
the  interfaces  too  smart  for  their 
own  good. 

For  example,  many  readers 
complain  of  bizarre  output  when  a 
printed  line  contains  an  odd  num- 
ber of  quote  marks  (").  This  is  not 
the  result  of  anything  SpeedScript 
does;  rather,  your  interface  counts 
the  occurrences  of  quotes  in  the  line 
and  turns  C)n  its  own  interpretation 
of  Commodore's  infamous  quote 
mode  when  the  count  is  odd.  Other 
than  the  tugs  described  and  cor- 


rected above,  most  of  the  other 
complaints  about  SpeedScript  are 
actually  the  result  of  interface 
problems. 

However,  there  is  a  way  to  get 
around  this.  Most  printer  interfaces 
have  a  setting  called  transparent 
mode,  in  which  they  pass  all  codes 
along  to  the  printer  unaltered.  If 
your  interface  has  such  a  setting, 
switch  to  that  mode  before  printing. 
This  may  require  changing  your 
formatting  commands — for  ex- 
ample, when  printing  in  transpar- 
ent mode  you  may  have  to  add  the 
a  (CTRL-£,  a)  command  to  change 
the  output  to  true  ASCII. 

Apple  II +,  lie,  lie 

Apple  SpeedScript  3.0  has  two  bugs: 
the  underline  bug,  which  prints 
garbage  characters  whenever  the 
underline  toggle  (CTRL-V,  U)  is 
used;  and  the  header  bug,  which 
shifts  the  first  header  on  a  page  to 
the  right  of  its  proper  position. 
Also,  Apple  SpeedScript  assumes  a 
variation  of  the  normal  SHIFT  key 
modification  on  the  Apple  II  and 
in-  (this  is  the  same  variation  used 
by  Apple  Writer).  If  you're  having 
SHIFT  key  problems  with  Speed- 
Script  on  a  II  or  II +  ,  you'll  either 
have  to  rewire  the  SHIFT  key  modi- 
fication or  make  the  program 
changes  below.  See  your  dealer  for 
help  on  installing  or  changing  a 
SHIFT  key  modification. 

These  corrections  apply  only  to 
the  DOS  3.3  version  of  SpeedScript. 
If  you  ^vant  to  use  this  corrected 
SpeedScript  with  ProDOS,  you  must 
use  the  ProDOS  Converter  (COM- 
PUTE!, July  1985). 

The  following  program  frag- 
ments should  be  typed  in  with 
"Apple  MLX."  Before  you  can  load 
Apple  MLX,  you  must  reconfigure 
memory  with  the  following  POKEs. 
These  POKEs  prevent  memory  con- 
flicts between  MLX  and  SpeedScript: 

POKE  104,32:POKE  8192,0:NEW 

These  are  the  same  POKEs 
used  to  type  in  SpeedScript  with 
Apple  MLX,  and  must  be  used  ever)' 
time  you  wish  to  edit  SpeedScript 
with  Apple  MLX. 

After  typing  these  POKEs  and 
running  Apple  MLX,  enter  the  fol- 
lowing starting  and  ending  ad- 
dresses in  response  to  the  prompts: 

STARTING  ADDRESS?  0800 
ENDING  ADDRESS?    1E45 


Next,  press  L  to  select  (L)OAD 
FILE  from  the  menu,  and  give  the 
filename  of  the  original  SpeedScript 
file. 

To  make  the  first  correction, 
press  E  to  Enter  Data,  and  enter 
1C58  for  the  address.  Type  in  these 
seven  lines: 

1C58:  D0  10  38  fiD  D7  IE  ED  53  45 

1C60:  IE  38  ED  D6  IE  flS  A9  fl0  68 

1C6S:  D0  £0  C9  55  D0  0fi  AD  EC  C6 

1C70:  IE  49  01  8D  EC  IE  10  Bl  B4 

lC7a:  C9  63  D0  11  8C  E5  IE  AE  80 

1CB0:  DD  IE  AD  DE  IE  20  24  ED  7A 

1C88:  flC  E5  IE  D0  7D  AE  E6  IE  F4 

When  you've  finished  this 
block,  press  RETURN  on  the  next 
line  to  get  back  to  the  menu.  Press  E 
to  select  Enter  Data,  then  enter 
IDEO  and  type  in  this  last  line: 

1DE0:     D4    C9    CE    C7    AE    AE    80    00    f? 

Press  RETURN  on  the  next 
line,  then  press  S  for  (S)ave  Data  to 
save  your  modified  copy  of  Speed- 
Script.  Use  a  different  filename  than 
that  of  the  original  SpeedScript. 

If  you  need  to  modify  your  ver- 
sion of  SpeedScript  for  the  Apple 
II/II-F  SHIFT  key  problem  de- 
scribed above,  make  the  following 
corrections  before  saving  to  disk. 
(Do  not  make  these  corrections  if 
you  aren't  having  SHIFT  key  prob- 
lems or  if  you  have  an  Apple 
Ile/lIc)  The  following  ten  lines  of 
corrections  must  be  made  one  line 
at  a  time.  In  other  words,  for  each 
line,  you  must  select  option  E  (En- 
ter Data)  from  the  main  menu,  type 
the  memory  address  preceding  the 
colon,  enter  the  numbers,  and  then 
press  RETURN  on  the  next  line  to 
return  to  the  main  menu.  Then  re- 
peat the  process  for  the  next  line  of 
corrections.  When  you're  done,  save 
the  corrected  program  to  disk. 

0A00:  AD  61  C0  0D  44  IE  0D  63  4C 

0CDa:  0D  44  IE  0D  63  C0    10  55  B0 

0CE8:  0C  AD  61  C0  0D  44  IE  0D  6D 

0D98:  0D  44  IE  0D  63  C0    30  03  60 

0E0a:  0C  AD  61  C0  0D  44  IE  0D  90 

1068:  0D  44  IE  0D  63  C0  30  03  36 

UEa:  0D  44  IE  0D  63  C0  10  03  78 

1688:  IE  0D  63  C0  10  03  4C  D5  7fi 

lABa:  C0  0D  44  IE  0D  63  C0  30  A2 

1B60:  aD  44  IE  0D  63  C0  30  23  64 


December  1985  COMPUTEI  91 


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$ 


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289 


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10"  Printer 


E 


$259 


00 


E 


With  the  flip  of  a  switch  you  can  go  into 
the  letter  quality  mode  which  makes  all 
your  printing  look  like  it  came  off  a 
typewriter.  Turn  in  term  papers,  do 
articles  or  just  print  programs.  Have  the 
best  of  letter  quality  and  speed  in  one 
package.  Fantastic  printer  (Centronics 
parallel  interface.) 
List  $599.00.  Sale  $259.00. 


•    15  Day  Free  Trial  —  I  Year  Immediate  Replacement  Warranty 
Parallel  Interfaces 

Commodore-64,  VIC  20  -  $39.00  Atari  -  $59.00  Apple  II.  II  +  ,  He  -  $59.00 


Add  SIO.OO  (SH.50  for  IS'.i"  Printers)  for  shipping,  handling  Qnd 
insurance.  Illinois  residents  please  add  bVe  tax.  Add  S20,00  for 
CANADA.  PUERTO  RICO,  HAWAII,  ALASKA,  APO-FPO  orders. 
Conadian  orders  must  be  in  U.S.  dollors.  WE  DO  NOT  EXPORT  TO 
OTHER  COUNTRIES.  EXCEPT  CANADA. 

Enclose  Coshiers  Check.  Money  Order  or  Personal  Check.  Allow  14 
doys  for  delivery,  2  to  7  days  for  phone  orders,  1  day  express  mail  I 
VISA  —  MASTER  CARD  —  C.O.D.  No  CO. D.  to  Canada,  APO-FPO, 


COMPUTER  DIRECT 

We  Love  Our  Customers 

22292  N.  Pepper  Rd.,  Borrington,  lil.  60010 

312/382-5050  to  order 


Apple  Disk  Booster 


This  unusual  program  increases  the 
amount  of  storage  space  on  Apple 
disks  in  DOS  3.3.  It  runs  on  any  Apple 
Il-series  computer  ivith  a  disk  drive. 


If  you  use  a  disk  drive,  you  know 

that  disk  space  is  a  precious  com- 
modity.  One  way  to  increase  disk 
storage  is  to  buy  special  hardware. 
But  that's  a  costly  proposition. 
"Apple  Disk  Booster"  offers  a  sim- 
ple, inexpensive  alternative.  It  lets 
you  format  new  disks  with  up  to 
five  extra  tracks,  creating  more  than 
21,000  bytes  of  extra  storage  space 
per  disk. 

Type  in  Apple  Disk  Booster 
and  save  a  copy  before  you  run  it. 
The  program  is  written  entirely  in 
Applesoft  BASIC.  First  the  program 
prompts  you  to  insert  a  blank  disk 
in  drive  1,  and  then  it  initializes  the 
disk.  Because  different  drives  allow 
a  different  number  of  extra  tracks, 
Apple  Disk  Booster  will  format  only 
as  many  extra  tracks  as  your  drive 
can  reliably  use.  The  program  auto- 
matically reads  and  verifies  each 
extra  track.  If  a  track  cannot  be 
used,  restart  the  initialization  using 
the  next  lower  track  value.  When  it 
finishes  the  initialization,  the  pro- 
gram displays  the  number  of  tracks 
formatted  on  that  disk. 

Since  Disk  Booster  is  now  the 
HELLO  program  on  the  disk,  delete 
it  by  typing  DELETE  DISK  BOOS- 
TER,D'i  and  pressing  RETURN. 
(This  prevents  you  from  acci- 
dentally running  it  again.)  The  disk 
is  now  ready  for  normal  use, 

As  noted  above,  different 
drives  may  not  be  able  to  use  the 
same  number  of  extra  tracks.  If  you 
want  to  use  your  modified  disk  on  a 
different  drive,  it's  a  good  idea  to 


D,W.  Hoover 


determine  beforehand  whether  the 
drive  can  access  the  extra  tracks.  To 
do  this,  simply  run  Apple  Disk 
Booster  on  the  second  drive  and 
note  the  number  of  tracks  displayed 
when  the  program  ends.  Once  you 
know  the  number  of  tracks  that 
both  drives  can  access,  substitute 
that  number  for  40  in  line  60  of  the 
program,  and  run  it  again  as  needed. 
If  you  later  need  to  transfer 
files  to  a  normal  disk,  use  the  DOS 
FILEM  utility  on  the  Apple  System 
Master  disk. 

Extra  Tracks 

Squeezing  extra  tracks  onto  an 
Apple  disk  is  surprisingly  easy  to 
do.  This  program  modifies  values 
used  by  the  DOS  routines  that  ini- 
tialize the  disk  and  create  its  Vol- 
ume Table  Of  Contents  (VTOC). 
Apple  disks  are  normally  formatted 
with  35  tracks.  The  first  POKE  in 
line  130  forces  DOS  to  format  more 


Byte 

Description 

00 

Not  used 

01 

Track  of  first  catalog  sector 

02 

Sector  of  first  catalog  sector 

03 

DOS  release  number  (3.3,  etc.) 

04-05 

Not  used 

06 

Volume  number 

07-26 

Not  used 

27 

Max  number  of  track/sector 

pairs 

28-2F 

Not  used 

30 

Last  allocated  track 

31 

Direction  of  allocation 

32-33 

Not  used 

34 

Number  of  tracks  per  disk 

35 

Number  of  sectors  per  track 

36-37 

Number  of  bytes  per  sector 

38-3B 

Bit  map  of  track  0 

3C-3F 

Bit  map  of  track  1 

40-43 

Bit  map  of  track  2 

BC-BF 

Bit  map  of  track  33 

C0-C3 

Bit  map  of  track  34 

C4-FF 

Bit  maps  of  additional  tracks 

(if  desired) 

tracks   by   substituting   a    larger 
number-of-tracks  value. 

The  remaining  POKEs  in  that 
line  adjust  the  VTOC  and  bitmap 
accordingly.  The  bitmap  is  a  por- 
tion of  the  VTOC  that  shows  where 
free  sectors  are  located  on  the  disk. 
Each  track  has  four  bytes  in  the 
bitmap  (two  bytes  are  never  used), 
and  each  bit  represents  a  corre- 
sponding sector  in  the  track.  If  a  bit 
is  off  (set  to  0),  the  sector  is  already 
allocated.  If  a  bit  is  on  (1),  the  sector 
is  free.  Here  is  the  general  format  of 
the  VTOC  and  bitmap. 

To  ensure  that  the  VTOC  and 
bitmap  accommodate  the  extra 
tracks,  the  last  two  POKE  state- 
ments in  line  130  set  new  values 
for  the  number  of  tracks  on  the 
disk  and  the  size  of  the  bitmap.  If 
40  tracks  are  formatted,  the  bit 
map  is  160  (40  X  4)  bytes  in  size. 
Of  course,  it's  important  to  be 
sure  the  disk  drive  can  use  the  ex- 
tra tracks  reliably.  Lines  440-510 
of  Disk  Booster  contain  data  for  a 
machine  language  routine  that 
checks  the  new  tracks.  It  reads  a 
random  sector  from  each  extra 
track  and  checks  for  read-back 
errors.  If  an  error  occurs,  we  as- 
sume the  track  cannot  be  accessed 
and  reinitialize  the  disk  without 
that  track, 

Apple  Disk  Booster 

For  inslrudions  on  entering  this  listing,  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Programs"  published  bimonthly  in  COMPUTE!. 

«5  100  TRACKS  =  40:  REM   #  OF  TR 

ACKS  VALUE 
F5  110  BITMftPSZ  =  TRACKS  «  4:  RE 

M  BIT  MAP  SIZE 
53  120  FOR  ML  =  768  TO  829:  REM 

LOG  DF  ML  ROUTINE 
58  130  READ  BYTE:  POKE  ML, BYTE: C 

HKSUM  =  CHKSUM  +  BYTE 
Bl  140  NEXT 


94  COMPUTE!  December  1935 


240K  Apple  Compatible 
#  Computer  System  • 


APIus  3000  computer  system  includes  192K  RAM,  48K  ROM 
(32K  Microsoft  Basic  plus  16K  ROM  Emulator),  160K  Laser 
5%"  Disk  Drive  (Runs  Apple  II  Software),  Magic  Window 
Wordprocessor,  MogiColc  spreadsheet.  Magic  Memory 
Database.  All  for  only  $499.00 


Complete  System 


•  15  Day  Free  Trial 

"Aplus  3000" 
System 


$499 


00 


4j6!!SGIC MEMORY  ^.| 
MAGICAi  '- 


•tP/M  CARTRIDGE 
PORT 


'  DISK  OfllVE 
CONTROLLER  INTERFACE 


SOUND  I       \      -RGB   '"ESET     ^^„f.^ 

VOLUME  \     \ouTPLrr 

COMPOSfTE  VIDEO 
CASSETTE 
INTERFACE 


Double  Immediote  Replacement  Warranty 

If  any  of  the  Aplus  3000  computer  system 
equipment  fails  due  to  faulty  workmanship  or 
material  within  180  days  of  purchase  we  will 
REPLACE  it  immediately  with  no  service  charge!  ! 


RGB  (80  columns  in  color)  and  composite  included 


•  Over  10.000  existing  Apple'  programs  •  Centronics  printer  interface  included 

240K  (192K  RAM,  48K  ROM)    •   ArtSci's  Magic  Window  11,  Magic  Memory,  and  MagiCalc  included 

•  160K  Laser  5%"  Disk  Drive  (Runs  Apple  II  softwore) 

SPECIFICATIONS 

A  plut  3000  is  a  complete,  self-contained  computer  based  on 
the  popular  6502A  microprocessor  and  can  tap  into  the 
iremendous  software  librory  of  Apple  II.  Features  include 
I92K  Bytes  RAM.  32KB  Enhanced  Microsoft  BASIC,  80  column 
text,  560H  X  192V  color  graphic  display,  81  key  sculptured 
keyboard  and  high  efficiency  switching  power  supply.  Also 
included  as  standard  ore  Centronics  bus  printer  interface, 
Cossette  interface,  4  channel  sound  generator,  and  S'A" 
Apple  Cornpatible  Disk  Drive. 

•  TEXT 

—  iO  columns  X  24  rows  or  80  columns  X  24  rows  software 
seiectable. 

—  5X7  cfioracters  in  7  X  8  matrix, 

—  Upper  ond  lower  case  characters. 

—  One  of  Eight  colors  tor  charQcters/'grophics  and  background. 
Red.  Green.  Blue.  Cyan.  Magenta,  Yellow,  Black  and  White. 

—  Character  set  with  normol,  inverse  ond  floshing  capabilities. 

•  GRAPHICS 

^  2eOH  X  192V  6  colors  —  Block,  White,  Violet,  Green,  Blue,  Oronge. 

—  280HX  192V  8  colors  bit  image—  Block,  White,  Red,  Green.  Blue,  Cyan, 
Magenta,  Yellow. 

—  560H  X  192V  5  colors  —  Black,  White,  Violet,  Green,  Blue.  Oronge.  (High 
resolution  color  monitor  required)  


Afore  Features  than  Apple 

for  lets  than  Commodore- 

Commodore 

Features 

Aplu$  3000 

Apple  lie 

C-128 

RAM 

142K 

64K 

128K 

Runs  Apple  II  Software 

Vef 

Yes 

No 

Function  Keys 

14 

None 

16 

4  Voice,  6  Octove  Sound 

Toi 

No 

Yes 

Composite  Video 

Yei 

Yes 

Yes 

Disk  Drive 

Included 

Extro  Cost 

Extra  Cost 

Numeric  Keypad 

Included 

Extro  Cost 

Included 

Video  Cable 

Included 

Extra  Cost 

Extra  Cost 

RGB  Color  Card 

Included 

Extra  Cost 

Included 

ao  Column  Cord 

Included 

Extra  Cost 

Included 

Centronics  Printer  Interface 

Included 

Extra  Cost 

Extra  Cost 

Drive  Controller 

Included 

Extra  Cost 

Included 

$150  Wordprocessor  (Magic  Wine 

ow) 

Included 

Extra  Cost 

Extro  Cost 

$150  Spreadsheet  (MogiCok) 

Included 

Extra  Cost 

Extra  Cost 

$60  Dotabose  prg.  (Magic  Memor 

Your  Cost 

y) 

Included 

Extra  Cost 

Extra  Cost 

$499.00 

$1745.00 

$1117.90 

Super  Apple  Compatible  Disk  Drive  Sale  $149.95. 

Quieter,  Cooler,  Better  Disk  Drives  for  your  Apple  II  plus,  lie,  lie 
(specify  when  ordering) ,  List  $299.95.  Sale  S149.95. 


15  Day  Free  Trial  —  If  it  doesn't  meet  your  expectaf  torn 

within  15  days  of  receipt,  just  send  it  back  to  us  UPS 

prepaid  and  we  will  refund  your  purchase  price!! 


ACCESSORIES 

LIST 

SALE 

2nd  Disk  Drive 

$299.95 

S149.95 

2  professional  analog  joysticks 

$   39.95 

$   24.95 

Z-80  carl,  allows  CP/M  use 

$   99,95 

S    59.95 

RS232  adopter 

$   99.95 

S    59.95 

R/F  Modulator  (TV  hookup) 

$    29.95 

S    19.95 

RGB  coble  (RGB  Monitor  hookup) 

$    24.95 

$    19.95 

Centronics  cable  (for  Centronics  printer) 

$    34.95 

S   24,95 

Technical  reference  manual 

S   29.95 

S    19.95 

Comstar  lOx  120-T40  CPS  dot  matrix  printer 

$399.00 

$179.00 

80  columns  Hi-Res  Amber  Monitor 

$199.00 

S   89.95 

80  column  Hi-Res  RGB  Monitor 

S399.00 

$259.00 

Add  $25.00  for  shipping  and  hondling!! 

Enclose  Coshiers  Check.  Money  Order  or  Personal  Check.  Allow  14 
days  for  delivery.  2  to  7  days  for  phone  orders.  1  day  express  mail  I 
We  accept  Viso  and  MasterCard.  We  ship  C.O.D.  to  continentol 
U.S.  oddresses  only.  Add  $10  more  if  C.O.D. 


APPU  ond  COMWQDOHE  ore  legtVvtid  Kodefnopki  ot  Apple  Computer  K.  and  CommodoiB  Buurwss  WochinfJ.  Inc.,  rejp*cti.Bly 


COMPUTER  DIRECT 

We  Love  Our  Customers 

22292  N.  Pepper  Rd.,  Barrington,  HI.  60010 

312/382-5050  to  order 


il 

150 

IS 

160 

Al 

170 

is 

1S0 

F7 

190 

C9 

200 

SB  210 


E5  220 

BA  230 

Bl  240 


IF  CHKSUM  <  >  991 1  THEN  H 
GME  :  PRINT  "ERROR  IN  DfiT 
A  STATEMENTS":  GOTO  260 
POKE  216,0:  ONERR  GOTO  27 
0i  REM  RESET  ONERR  FLAG 
POKE  48894, TRACKS:  POKE  4 
6063, TRACKS:  POKE  44725, B 
ITMAPSZ 

HOME  :  PRINT  "FORMATTING 
"; TRACKS ; "  TRACKS ... " 
PRINT  CHR*  (4);"INIT  DISK 

BOOSTER, Dl" 
CALL  760:  REM   CALL  VERIF 
Y  TRACKS  ML  ROUTINE  AT  »0 
300 

PRINT  "FORMATTING  COMPLET 
E...  "; TRACKS;"  TRACKS  WR 
ITTEN" 
PRINT 

PRINT  "DON'T  FORGET  TD  LA 
BEL" 
PRINT  "YOUR  NEW  DISK  WITH 


9F  250  PRINT  "THE  NUMBER  OF  TRAC 
KS  INITIALIZED! " 


H   260  END 

78  270  A  =  PEEK  (222) :  REM   ERRO 

R  CODE 
7i  280  ERRL  =  PEEK  (21S)  +  PEEK 

(219)  «  256!  REM  ERROR  LI 

NE 
fS  290  IF  A  <  >  a  THEN  GOTO  350 
B4  300  HOME  ;  PRINT  "ERROR  DETEC 

TED. . . " 
7fl  310  PRINT  "RESETTING  NEW  TRAC 

K  VALUE" 
Efl  320  PRINT  "PRESS  <RETURN>  TD 

CONTINUE" 
IB  330  INPUT  "";IN«:  IF  IN*  <  > 

""  THEN  SOTO  330 
31  340  TRACKS  =  TRACKS  -  1:BITMA 

PSZ  =  TRACKS  «  4:  GOTO  16 

0 
E!  350  PRINT  "ERROR  NUMBER  ";A;" 

DETECTED  IN  LINE  " ; ERRL 
B3  360  PRINT  "CHECK  DOS  PROGRAMM 

ERS  MANUAL" 
45  370  PRINT  "FOR  ERROR  TYPE" 
IS  380  PRINT  "AND  CORRECT  IT  ACC 

ORDINGLY" 


25  390  GOTO  260 

£2  400  REM   ««ERROR  CODES  FOR  AP 

PLE  DOS  3.3»« 
87  410  REM 
79  420  REM   ERROR  #4  =  WRITE  PRO 

TECTED  DISK  (REMOVE  PRDTE 

CT  TAB) 
flE  430  REM   ERROR  #11=  SYNTAX  ER 

ROR  (CORRECT  TYPOS) 
(IF  440  DATA  169,0,141,235,183,14 

1,240, 183 
M   450  DATA  169,1,141,244,183,16 

9, 16, 141 
It  460  DATA  241,183,133,209,173, 

254, 190 
5E  470  DATA   141,236,183,56,233, 

35, 144,22,133 
9*  480  DATA  210,169,183,160,232, 

32,181 
IB  490  DATA  183,176,12,206,236,1 

83,198 
If  500  DATA  210,208,240,198,209, 

208,224 
81510  DATA  96,169,8,141,92,170, 

76,213,166  0 


Atari  Keypad 


Here's  an  alternative  to  buying  an 
add-on  numeric  keypad — simply  em- 
ulate one  in  software.  This  machine 
language  utility  redefines  part  of  your 
existing  keyboard  as  a  numeric  key- 
pad which  you  can  turn  on  and  off  at 
will,  n  works  on  all  Atari  400/800, 
XL,  and  XE  computers  with  a  disk 
drive. 


Because  I  type  in  lots  of  programs 
from  magazine  listings,  I'm  con- 
stantly looking  for  shortcuts.  Some 
of  the  toughest  programs  to  type 
are  those  which  consist  of  hundreds 
of  numbers — data  for  machine  lan- 
guage routines  or  character  sets.  Al- 
though you  can  buy  a  plug-in 
numeric  keypad,  there  is  a  more 
economical  alternative. 

The  solution  came  to  me  when 
1  first  saw  a  TRS-80  Model  100 
computer.  Pressing  the  NUM  key 
on  that  portable  lap  computer  turns 
part  of  the  keyboard  (keys  M,  ]-K-L, 
and  U-I-0)  into  number  keys  (0,  1- 


R.  Alon  Beike 


2-3,  and  4-5-6,  respectively).  Since 
keys  7-8-9  lie  right  above  U-I-O, 
this  lets  you  enter  numbers  0-9  and 
press  RETURN  using  only  the  fin- 
gers on  your  right  hand.  The  make- 
shift keypad  is  a  little  slanted,  but 
it's  easy  to  adapt  to,  Also,  notice 
that  the  D,  A,  and  T  keys  are  unaf- 
fected. You  can  type  DATA  state- 
ments all  day  without  having  to 
switch  off  the  keypad  to  type  the 
keyword  DATA. 

"Atari  Keypad"  duplicates  the 
Model  lOO's  arrangement  on  Atari 
computers.  The  program  works  by 
intercepting  the  keyboard  interrupt 
routine  and  redirecting  it  to  a  new 
routine.  You  can  toggle  the  keypad 
on  and  off  by  simultaneously  press- 
ing SHIFT-CTRL-N. 

There  was  one  major  problem 
with  carrying  out  this  idea.  Since 
Atari  Keypad  is  most  useful  when 
entering  BASIC  programs — or  when 
used  in  combination  with  other 
programs — it  has  to  sit  somewhere 
in  memory  without  interfering  with 


anything  else.  My  original  version 
of  Atari  Keypad  locates  itself  in  the 
upper  half  of  page  6,  a  fairly  safe 
section  of  memory  which  starts  at 
location  1536  (hex  $600).  This  pro- 
tects it  from  the  meanderings  of 
Atari  BASIC.  But  realizing  that 
page  6  is  used  by  a  host  of  other 
programs  and  routines,  including 
COMPUTERS  "Automatic  Proofread- 
er," I've  provided  another  version 
that  hides  in  low  memory,  One  ver- 
sion or  the  other  should  cover  most 
situations. 

Automatic  Keypad 

Program  1  creates  an  AUTORUN 
.SYS  file  on  disk  that  loads  Atari 
Keypad  into  page  6  when  you  boot 
the  system.  Program  2  creates  an 
AUTORUN. SYS  file  that  loads 
Atari  Keypad  into  low  memory 
when  you  boot.  Since  the  exact  lo- 
cation of  MEMLO,  the  low-memory 
pointer,  can  vary,  the  version  of 
Atari  Keypad  created  by  Program  2 
automatically  modifies  itself  for 


96    COMPUTEI     December  1985 


240K  Apple  Compatible 
#  Computer  System  • 


APlus  3000  computer  system  includes  192K  RAM,  48K  ROM 
(32K  Microsoft  Basic  plus  16K  ROM  Emulator),  160K  Laser 
5%"  Disk  Drive  (Runs  Apple  11  Software),  Magic  Window 
Wordprocessor,  MagiCalc  spreadsheet,  Magic  Memory 
Database.  All  for  only  $499.00 


ComplefG  System 


15  Day  Free  Trial 


$499 


00 


a 


1% 
4.^%ICMEMORy  1^ 


Aplus  3000'* 
System 


:P/M  CARTRIDGE 
PORT 


:  DISK  DRIVE 

CONTBOLLER  INTERFACE 


„^=    .RESET    -POWER 
SOUND  \       \   _'^°_         ^        SWITCH 

VOLUME 

"  COMPOSflTE  VIDEO 
CASSETTE 
INTERFACE 


Double  Immediate  Replacement  Warranty 

If  ony  of  the  Aplus  3000  computer  system 
equipment  fails  due  to  faulty  workmonsfiip  or 
materia!  wittiin  180  days  of  purchase  we  will 
REPLACE  it  immediately  with  no  service  charge!  I 


•  Over  10,000  existing  Apple'  programs  •  Centronics  printer  interface  included 

•  240K(192KRAM,  48KROM)    •   ArtSci's  Magic  Window  II.  Magic  Memory,  and  MagiColc  included 

•  160K  Laser  5%"  Disk  Drive  (Runs  Apple  II  software)  •  RGB  (80  columns  in  color)  and  composite  included 

SPECIFICATIONS 

A  plut  3000  is  d  complete,  self-contained  computer  based  on 
the  popular  6502A  microprocessor  and  eon  tap  into  the 
tremendous  software  library  of  Apple  II.  Features  include 
I92K  Bytes  RAM,  32KB  Enhanced  Microsoft  BASIC,  80  column 
text,  560H  X  192V  color  graphic  display,  81  key  sculptured 
keyboard  and  high  efficiency  switching  power  supply.  Also 
included  as  stondard  are  Centronics  bus  printer  interface, 
Cossetle  interface,  4  channel  sound  generator,  and  5%" 
Apple  Compatible  Disk  Drive, 

•  TEXT 

—  40  columns  X  24  rows  or  80  columns  X  24  rows  software 
selectable. 

—  5X7  charocters  in  7  X  8  motrix, 

—  Upper  ond  lov/er  case  characters. 

—  One  of  Eight  colors  for  characters/graphics  ond  background. 
Red,  Green,  Blue,  Cyan,  Mogenta,  Yellow,  Black  and  White. 

—  Chorocter  set  with  normal,  inverse  and  flashing  capabilities, 

•  GRAPHICS 

—  280HX  192V6colors  — Black.  White,  Violet,  Green,  Blue,  Orange. 
^  280H  X  192V  8  colors  bit  image  —  Black,  White,  Red,  Green,  Blue,  Cyan, 

Magenta,  Yellow. 

—  560HX  192V  6  colors  — Black,  While,  Violet,  Green,  Blue,  Orange.  (High 
re soiution  color  monitor  required) .^_^^^ 


Alore  features  than  Apple  -■  for  less  than  Commodore' 

Commodore 

Features 

Aplut  3000 

Apple  lie 

C-128 

RAM 

192K 

64K 

l2eK 

Runs  Apple  II  Software 

y«» 

Yes 

No 

Function  Keys 

14 

None 

16 

4  Voice,  6  Octave  Sound 

rei 

No 

Yes 

Composite  Video 

Vei 

Yes 

Yes 

Disk  Drive 

included 

Extra  Cost 

Extro  Cost 

Numeric  Keypad 

Included 

Extra  Cost 

Included 

Video  Coble 

included 

Extra  Cost 

Extro  Cost 

RGB  Color  Card 

Included 

Extra  Cost 

Included 

80  Column  Card 

Included 

Extra  Cost 

Included 

Centronics  Printer  Interfoce 

included 

Extro  Cost 

Extro  Cost 

Drive  Controller 

included 

Extra  Cost 

Included 

S150  Wordprocessor  (Magic  Window) 

included 

Extra  Cost 

Extra  Cost 

SI 50  Spreadsheet  (MogiCalc) 

included 

Extra  Cost 

Extra  Cost 

$60  Dotobase  prg.  (Magic  Memory) 

Your  Cost 

included 

Extra  Cost 

Extra  Cost 

$499.00 

S1745.00 

$1117.90 

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2  professional  analog  joysticks 

$   39.95 

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Z-80  cart,  allows  CP/AA  use 

$   99.95 

S   59.95 

RS232  adopter 

$   99.95 

$   59.95 

R/F  Modulator  (TV  hookup) 

$   29.95 

$    19.95 

RGB  cable  (RGB  Monitor  hookup) 

$   24,95 

S    19.95 

Centronics  cable  (for  Centronics  printer) 

$   34.95 

S   24.95 

Technical  reference  manuol 

$   29.95 

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Coreistor  lOx  120-140  CPS  dot  matrix  printer 

$399.00 

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80  columns  Hi-Res  Amber  Monitor 

$199.00 

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80  column  Hi-Res  RGB  Monitor 

$399.00 

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il  150 

Be  160 

B!  170 

EB  180 
F7  190 
C?  200 

SB  210 


E5  220 
BA  230 


BC  240 


IF  CHKSUM  <  >  9911  THEN  H 
OME  :  PRINT  "ERROR  IN  DAT 
fl  STATEMENTS":  EDTD  260 
POKE  216,0!  ONERR  GOTO  27 
0:  REM  RESET  DNERR  FLAG 
POKE  48894, TRACKS:  POKE  4 
6063, TRACKS:  POKE  44725, B 
ITMAP5Z 

HOME  S  PRINT  "FORMATTING 
";TRACKS;"  TRACKS..." 
PRINT  CHR«  C4);"INIT  DISK 

BOOSTER, Dl" 
CALL  768!  REM   CALL  VERIF 
Y  TRACKS  ML  ROUTINE  AT  *0 
300 

PRINT  "FORMATTING  COMPLET 
E...  "; TRACKS;"  TRACKS  WR 
ITTEN" 
PRINT 
PRINT 
BEL" 
PRINT 


'DON'T  FORGET  TO  LA 


'YOUR  NEW  DISK  WITH 


9F  250  PRINT  "THE  NUMBER  OF  TRAC 
KS  INITIALIZED!" 


H   260  END 

76  270  A  =  PEEK  (222):  REM   ERRO 

R  CODE 
7i  280  ERRL  =  PEEK  (218)  +  PEEK 
(219)  t  2561  REM  ERROR  LI 
NE 

>  8  THEN  GOTO  350 
PRINT  "ERROR  DETEC 


F5  290 
B*  300 


'RESETTING  NEW  TRAC 


IF  A  < 

HOME  : 

TED. .  . 
7B  310  PRINT 

K  VALUE" 
EA  320  PRINT  "PRESS  <RETURN>  TD 

CONTINUE" 
IB  330  INPUT  "";IN«:  IF  INS  <  > 

""  THEN  GOTO  330 
31  340  TRACKS  =  TRACKS  -  liBITMA 

PSZ  =  TRACKS  »  4:  GOTO  16 

0 
E3  350  PRINT  "ERROR  NUMBER  ";A;" 

DETECTED  IN  LINE  " ; ERRL 
33  360  PRINT  "CHECK  DOS  PROGRAMM 

ER3  MANUAL" 
65  370  PRINT  "FOR  ERROR  TYPE" 
«  380  PRINT  "AND  CORRECT  IT  ACC 

ORDINGLY" 


23  390  GOTO  260 

E2  400  REM   »« ERROR  CODES  FOR  flP 

PLE  DOS  3.3tt 
B7  410  REM 
79  420  REM   ERROR  #4  =  WRITE  PRO 

TECTED  DISK  (REMOVE  PRDTE 

CT  TAB) 
flE  430  REM   ERROR  #11=  SYNTAX  ER 

ROR  (CORRECT  TYPOS) 
AF  440  DATA  169,0,141,235,183,14 

1,240, 183 
fit  450  DATA  169,1,141,244,183,16 

9, 16,141 
K   HbB    DATA  241,183,133,209,173, 

254, 190 
!E  470  DATA   141,236,183,56,233, 

35, 144,22,133 
94  480    DATA   210,169,183,160,232, 

32,181 
IB  490    DATA    183,176,12,206,236,1 

83,198 
JF  500    DATA    210,208,240,198,209, 

208,224 
an  510    DATA    96,169,8,141,92,170, 

76,213,166  ^ 


Atari  Keypad 


Here's  an  alternative  to  buying  an 
add-on  numeric  keypad — simply  em- 
ulate one  in  software.  This  machine 
language  utility  redefines  part  of  your 
existing  Iceyboard  as  a  numeric  key- 
pad which  you  can  turn  on  and  off  at 
will.  It  works  on  all  Atari  400/800, 
XL,  and  XE  computers  with  a  disk 
drive. 


Because  I  type  in  lots  of  programs 
from  magazine  listings,  I'm  con- 
stantly looking  for  shortcuts.  Some 
of  the  toughest  programs  to  type 
are  those  which  consist  of  huncireds 
of  numbers — data  for  machine  lan- 
guage routines  or  character  sets.  Al- 
though you  can  buy  a  plug-in 
numeric  keypad,  there  is  a  more 
economical  alternative. 

The  solution  came  to  me  when 
I  first  saw  a  TRS-80  Model  100 
computer.  Pressing  the  NUM  key 
on  that  portable  lap  computer  turns 
part  of  the  keyboard  (keys  M,  J-K-L, 
and  U-I-O)  into  number  keys  (0,  1- 


Q.  Alan  Beike 


2-3,  and  4-5-6,  respectively).  Since 
keys  7-8-9  lie  right  above  U-I-O, 
this  lets  you  enter  numbers  0-9  and 
press  RETURN  using  only  the  fin- 
gers on  your  right  hand.  The  make- 
shift keypad  is  a  little  slanted,  but 
it's  easy  to  adapt  to.  Also,  notice 
that  the  D,  A,  and  T  keys  are  unaf- 
fected. You  can  type  DATA  state- 
ments all  day  without  having  to 
switch  off  the  keypad  to  type  the 
keyword  DATA, 

"Atari  Keypad"  duplicates  the 
Model  lOG's  arrangement  on  Atari 
computers.  The  program  works  by 
intercepting  the  keyboard  interrupt 
routine  and  redirecting  it  to  a  new 
routine.  You  can  toggle  the  keypad 
on  and  off  by  simultaneously  press- 
ing SHIFT-CTRL-N. 

There  was  one  major  problem 
v«th  carrying  out  this  idea.  Since 
Atari  Keypad  is  most  useful  when 
entering  BASIC  programs — or  when 
used  in  combination  with  other 
programs — it  has  to  sit  somewhere 
in  memory  without  interfering  with 


anything  else.  My  original  version 
of  Atari  Keypad  locates  itself  in  the 
upper  half  of  page  6,  a  fairly  safe 
section  of  memory  which  starts  at 
location  1536  (hex  $600).  This  pro- 
tects it  from  the  meanderings  of 
Atari  BASIC.  But  realizing  that 
page  6  is  used  by  a  host  of  other 
programs  and  routines,  including 
COMPUTEi's  "Automatic  Proofread- 
er," I've  provided  another  version 
that  hides  in  low  memory.  One  ver- 
sion or  the  other  should  cover  most 
situations. 

Automatic  Keypad 

Program  1  creates  an  AUTORUN 
.SYS  tile  on  disk  that  loads  Atari 
Keypad  into  page  6  when  you  boot 
the  system,  Program  2  creates  an 
AUTORUN.SYS  file  that  loads 
Atari  Keypad  into  low  memory 
when  you  boot.  Since  the  exact  lo- 
cation of  MEMLO,  the  low-memory 
pointer,  can  vary,  the  version  of 
Atari  Keypad  created  by  Program  2 
automatically  modifies  itself  for 


96     COMPUTE)     December  1985 


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Atari  BASIC  Tutorial  Manual 

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any  value  of  MEMLO.  That  ex- 
plains all  the  IF-THEN  statements 
which  make  the  program  look  so 
strange. 

To  use  Atari  Keypad,  try  the 
version  created  by  Program  1  first. 
If  that  doesn't  ufork,  try  the  other 
version.  Use  the  second  version 
with  the  Automatic  Proofreader. 

If  you  already  have  an  AUTO- 
RUN.SYS  file  on  your  disk  that  you 
regularly  use,  you  can  append  it  to 
the  Atari  Keypad  AUTORUN.SYS 
file  so  both  will  boot  automatically. 
Follow  these  steps: 

1.  Boot  up  Atari  DOS  2.0  or 
2.5. 

2.  Rename  your  existing  AUTO- 
RUN.SYS file.  For  example,  call  it 
OLD AUTO. 

3.  Exit  to  BASIC  and  run  either 
Program  1  or  Program  2  to  create 
the  keypad  AUTORUN.SYS  file  on 
disk. 

4.  Enter  DOS  and  select  the 
COPY  option.  When  the  prompt 
appears,  type  OLDAUTO,AUTO- 
RUN.SYS/A.  Don't  forget  the  /A 
or  you'll  end  up  with  your  old 
AUTORUN.SYS  file  and  have  to 
start  over  again. 

If  your  existing  AUTO- 
RUN.SYS file  happens  to  use  the 
same  memory  as  Atari  Keypad,  it 
would  be  overwritten  when  the 
keypad  is  booted.  Another  problem 
could  crop  up  if  your  present 
AUTORUN.SYS  file  installs  a  rou- 
tine at  MEMLO  and  the  routine 
isn't  relocatable.  If  the  keypad  is 
installed  at  MEMLO  first,  the  sec- 
ond routine  would  wind  up  at  a 
different  address  than  it  was  de- 
signed for.  This  would  most  likely 
cause  the  system  to  crash.  Most  of 
the  time  there's  no  trouble, 
however. 

If  you  can  touch-type  on  a  key- 
pad, you'll  find  Atari  Keypad  a 
great  aid  when  entering  DATA 
statements.  But  don't  forget  it  can 
also  be  useful  with  other  programs 
that  call  for  numeric  input. 


For  insinjctions  on  entering  these  listings, 
piease  refer  to  "COMPUTEi's  Guide  to  Typing 
in  Programs"  published  bimonthiy  in  computei. 

Program  1 :  Atari  Keypad 
For  Page  6 

P(  10  OPEN  #1  ,  B,  0,  "D:  AUTGRUN 
.SYS" 


U20  FO 
LE  30  RE 
PL  40  NE 
CP  50  CL 
DN  60  EN 
AJI  1000 

HS  10  10 

OE  1020 

JK  1030 

KN  1040 

AH  1050 

EJ  1060 

KJ  1070 

m  1080 

HE  1090 

NK  1100 
CO  1  1  1  0 

Dl  1  120 

DK  1  130 
HF  1140 

DI  1  150 
IH  1  160 


R  X=l  TO  170 
flD  fi:PUT  #1,A 
XT  X 
QSE  #1 
D 


DATA 

38,  6 

DATA 

,6,1 

DATA 

41,8 

DATA 

,72 

DATA 

3,  25 

DATA 

6,  20 

DATA 


74,2 
DATA 
,  201 
DATA 

DATA 
,  208 

DATA 
,20  1 

DATA 
4,  64 
DATA 
9,6, 

DATA 

2,  16 
DATA 
,6,  1 
DATA 
41,8 
DATA 
,  227 


255 

,,32, 

\     173 

73,9 

166 

2,  1 

9,2 
169, 

8,8 
2,2, 

208 
8,3, 
1  202 
38,  6 

37 


1,2 

31, 

30,  2 

2,  1 


,  255, 

128,  6 

>8,2, 

2,  14 

t , 6 , 16 
69,  6 

:,BB,9 
167,  7 

t,  76,  1( 

201 ,  2: 
1,  12,  r 

232,  2 
,142, 
,240, 
208,  2 
08,  2 


201  ,  5 

101  ,  0 


,2,1 
13,, 

8,  2i 
27, 
0,  0 


69,  26 


69,  24 

208,  2 

08,2, 

141,2 

6,  42 


12B, 6,2 

,  120 

141 , 165 

I 

9,  156,  1 

141 

6, 169,6 

2 

64,6, 17 

27 

74,23B, 
108,  1 

238, 6, 1 

42, 201 
169, 50 

169 

, 20B, 2, 

208 
201 , 1 1 

,  201 

, 169, 29 

169 
152,2,  10 


6, 165, 12, 141 , 1 


165, 

6,  1 
9,6, 
.  173 
73,9 

166 
,2,1 

9,2 

2,0 


13,  14 


69,  121 
133,  1 


n  ,  130 

;S,  133,  1 


8,2 


.  1'* 
1,6,  16' 
69,  6 


3,  120 
141 , 165 
1 


88,  9 
6 


1 

9. 156. 1 
141 

6. 226. 2 


Program  2:  Atari  Keypad 
For  Low  Memory 


KE  10 
PB  20 


DO  30 
DG  40 


hi  50 
tX  60 

EL  7  0 
IN  80 

CB  90 
LF  100 

EM  1  10 

LI   120 

FF  130 
EH  140 

lA  150 


START 
(744) 
OPEN 
.SYS" 
FOR  I 
READ 
TART- 
6 

IF  1  = 

T/256 

IF  1  = 

20)  -I 

6)  *25 

IF  1  = 

RT+12 

IF  !=■ 

47)  -I 

)  «256 

IF  I- 

ART  +  4 

IF  I 

+  48) 

56)  t 

IF  I 

TART 

IF  I 

+  3B) 

56>  * 

IF  I 

TART 

IF  I 

+  128 

/256 

IF  I 

TART 


=4+PEEK (743) +PEEK 

«256 

«1  ,  a, 0,  "D: AUTQRUN 

=1  TO  190 

X; IF  1=3  THEN  X=S 
rNT(START/256) *25 

4  THEN  X=INT(STAR 
) 

5  THEN  X= ( START+1 
NT( (START+120) /25 
6 

6  THEN  X=INT  f  (STA 
0) /256) 

15  THEN  X=(START+ 
NT ( (START+47) /256 

16  THEN  X=INT ( (ST 
7) /256) 

=21  THEN  X=(BTflRT 

-INT ( (START+4a) /2 

256 

=22  THEN  X»INT ( (S 

+48) /256) 

=24  THEN  X=(START 

-INT ( (START+38) /2 

256 

29  THEN  X=INT  t  (S 
+38) /2S6) 
=35  THEN  X=(START 
) -INT ( (START+12B) 
)  (256 

=40  THEN  X=INT ( (S 
+128) /256) 


f)   160 


M  170 


UN  180 


FA  190 


HE  200 


E6  210 


EH  220 


V.k  230 


PA  240 


U   250 


fB  260 


IJ  270 


FE  280 


JE  290 


EP  300 


LD  3  10 

U  320 

GA  330 
GO  340 
n   1000 

HF  10  10 

on  102  0 

OJ  1030 

CO  1040 

LC  1050 

DD  1060 

Bd  1070 


NK  1080 


HI  1090 


PH  1  100 


NL  1110 


U   1  120 


JK  1  130 


DK  1  140 


HK  I  150 


PB  1  160 


00  1  170 


DN  1  180 


IF  1=46  THEN  X=1NT ( (5 

TART+49) /256) 

IF  1=49  THEN  X=-(START 

+49) -INT ( (START+49) /2 

56) *256 

IF  1=135  THEN  X=(STAR 

T+1)-INT( (START+1) /25 

6) »256 

IF  1  =  136  THEN  X  =  INT (  ( 

START+1 ) /256> 

IF  1=140  THEN  X=(STAR 

T+2)-INT ( (START+2) /25 

6) *256 

IF  1  =  141  THEN  X=1NT  (  ( 

START+2) /256) 

IF  1=143  THEN  X=START 

-INT (START/ 256) »256 

IF  1=147  THEN  X=INT(S 

TART/256) 

IF  1=155  THEN  X=(STAR 

T+47) -INT ( (START+47 >/ 

256) *2S6 

IF  1=156  THEN  X=INT ( ( 

START+47) /256) 

IF  1  =  161  THEN  X=.(STAR 

T+48)-INT((START+4B)/ 

256) *256 

IF  1=162  THEN  X=INT ( ( 

START+48) /256) 

IF  1=164  THEN  X=(STAR 

T+3a)-INT( (BTART+38) / 

256) »256 

IF  1=169  THEN  X=INT ( < 

START+38) /256) 

IF  1=175  THEN  X=(STAR 

T+12a)-INT( (STflRT+12a 

)  /256>  »256 

IF  1  =  180  THEN  X=INT  (  ( 

START+12S) /256) 

PUT  tt 1 , X! NEXT  1 

CLOSE  #1 

END 
DATA  255,255,0,29,12 
0, 29, 32,0,29, 120 
DATA  173, a, 2, 141 , 47, 
29, 173, 9,2,141 
DATA  48,29,169,38,14 
l,a,2,  169, 29,  141 
DATA  9,2, 88, 169, 128, 
141,231 , 2, 169, 29 
DATA  141,232,2,96,16 
9, 29,72, 169,49, 72 
DATA  8,8,76,46,29,17 
3, 252, 2, 201 , 227 
DATA  208, 12, 174, 120, 
29,208, 3, 232, 208, 1 
DATA  202,142,120,29, 
174, 12  0, 29,24  0, 42, 20 
1 

DATA  37,208,2,169,50 
, 201 , 1 , 20B, 2,169 
DATA  31,201,5,  208,  2, 
169, 30, 201,0, 208 
DATA  2, 169, 26, 201 , 1 1 
, 208, 2, 169, 24, 201 
DATA  13,208,2,169,29 
, 201 , 8,206, 2, 169 
DATA  27, 141 , 252,2, 10 
4, 64,0, 0, 6, 5  2 
DATA  6, 165, 12, 141 , 1 , 
29, 165, 13, 141,2 
DATA  29, 169, 0, 133, 12 
, 169, 29, 133, 13, 120 
DATA  173, 8,2, 141,47, 
29, 173, 9,2,141 
DATA  48, 29, 169, 38, 14 
1,8,2, 169, 29, 141 
DATA  9, 2, SB, 169, 128, 
141  , 231 , 2,  169, 29 
DATA  141,232,2,96,22 
6,2, 227, 2,0,6 


98     COMPUTE]     December  1985 


Million-Color  Palette 
For  IBiVI  PC  &  PCjr 


It's  amazing  but  true — with  this  stun- 
ning technique  you  can  generate  more 
than  a  uiillion  apparent  color  varia- 
tions on  a  PCjr.  You  can  even  display 
256  colors  simultaneously.  The  effects 
are  less  dramatic  on  a  PC,  but  it's  still 
possible  to  generate  many  more  than 
the  standard  16  colors.  The  programs 
require  an  Enhanced  Model  PCjr  or  a 
PC  with  color /graphics  card,  plus  a 
TV  set  or  composite  color  monitor. 
The  palette  is  more  limited  on  an  RGB 
monitor,  but  still  impressive. 


No  longer  is  your  PC  or  PCjr  re- 
stricted to  a  palette  of  16  colors  and 
the  inability  to  display  them  all  in 
higher  resolutions.  Now  you  can 
choose  to  display  256  colors  from  a 
palette  of  over  1,000,000  colors  in 
high  resolution,  and  display  an  en- 
tire palette  of  256  colors  in  medium 
resolution.  And  each  color  is  dis- 
tinct and  solid. 

The  secret  is  a  combination  of  a 
technique  called  tile  painting  and 
the  trick  of  fooling  a  TV  or  composite 
monitor  into  displaying  new  solid 
colors.  To  understand  how  it  works, 
let's  examine  the  way  graphics  are 
stored,  changed,  and  displayed  on 
the  IBM  video  screen. 

A  Byte  Of  Pixels 

Graphics  images  are  stored  differ- 
ently in  the  computer's  memory  for 
each  different  graphics  mode  or 
screen.  In  its  simplest  form,  the 
color  of  each  pixel — the  smallest 
controllable  dot  on  the  screen — is 
stored  in  a  section  of  memory.  This 
video  memory  is  arranged  by  its 


John  Klein  ond  Jeff  Klein 


location  or  coordinates  on  the 
screen.  The  image  you  see  on  the 
screen,  therefore,  is  a  copy  of  the 
contents  of  video  memory.  (Actual- 
ly, screens  are  divided  into  several 
layers  when  stored  in  memory,  but 
that's  not  important  for  this  discus- 
sion; we're  concerned  with  how  the 
colors  of  pixels  are  represented  in 
memory,  not  how  each  pixel  is 
arranged.) 

To  figure  out  how  many  pixels 
can  be  represented  in  a  byte  of 
memory,  remember  that  a  byte  is 
made  up  of  eight  bits,  and  a  bit  is 
the  smallest  unit  of  memory  (a  bit  is 
either  a  zero  or  a  one).  Simply  di- 
vide the  amount  of  memory  re- 
quired for  a  certain  screen  mode  by 
the  number  of  pixels  on  the  screen. 
The  memory  requirements  for  each 
screen  mode  are  shown  in  Table  1. 

Remember  that  RGB  stands  for 
the  three  primary  colors  of  light: 
red,  green,  and  blue.  All  colors  can 
be  made  by  mixing  these  three  pri- 
mary colors.  That's  why  RGB  moni- 
tors, color  TVs,  and  composite  color 
monitors  have  three  electron  guns 
inside  their  picture  tubes,  instead  of 
the  single  gun  found  in  black  and 


white  TVs  and  monochrome  moni- 
tors. There  is  a  red  gun,  a  green 
gun,  and  a  blue  gun,  all  of  which 
are  controlled  by  the  computer  to 
produce  color.  If  none  of  the  guns  is 
lighting  a  pixel,  the  pixel  appears 
black. 

Colors  are  represented  in 
memory  by  arranging  bits  to  denote 
which  electron  guns  should  be 
turned  on  or  off  when  lighting  the 
corresponding  pixel,  For  instance,  if 
a  certain  pixel  is  supposed  to  be 
blue,  the  group  of  bits  representing 
that  pixel  in  memory  shows  the 
blue  gun  is  on  and  the  others  off.  (A 
bit  set  to  1  means  on,  and  0  means 
off.)  All  the  possible  combinations 
of  the  three  electron  guns  account 
for  eight  colors.  To  get  eight  more 
colors,  the  intensity,  also  called  lu- 
?ninance,  is  varied  by  mixing  a  little 
white  with  the  first  eight  colors. 
That's  why  the  IBM  PC  and  PCjr 
have  a  total  of  16  color  variations: 
two  shades  each  of  eight  colors. 

Table  2  shows  how  each  of  the 
16  colors  is  represented.  Remember 
that  each  bit  turns  an  electron  gun 
either  on  or  off.  Notice  how  many 
bits  it   takes  to  represent  all   the 


Table  1:  Screen  Mode  Memory  Requirements 


Screen 

Mode 

1 
2 
3 

4 
5 
6 


Resolution 

320  X  200 
640  X  200 
160  X  200 
320  X  200 
320  X  200 
640  X  200 


Number  of 
Colors 

4 

2 

16 

4 

16 

4 


Memory 
per  Screen 

16K- 
16K 

16K 
16K 
32K 
32K 


Pixels/Byte 

4 
8 
2 
4 
2 
4 


Bits/Pixel 

2 
1 
4 
2 
4 
2 


*1K  =  1024  bytes 


December  1 985    COMPUTEI     W 


possible  combinations.  It  takes  four 
bits,  or  half  of  a  byte  (sometimes 
called  a  nybble)  to  represent  all  16 
colors.  So,  all  screen  modes  which 
use  four  bits  to  represent  a  pixel  are 
16-color  modes.  Only  four-color 
combinations  are  possible  with  two 
bits,  and  only  two  combinations  are 
possible  with  one  bit.  That's  why 
some  screen  modes  can  display 
only  four  or  two  colors  at  a  time. 
The  PCjr's  PALETTE  com- 
mand can  switch  which  colors  are 
being  displayed,  but  it  can't  add 
any  more  colors.  You're  still  limited 
to  the  maximum  number  of  colors 
for  each  screen  mode. 

Tile  Painting 

Once  you're  familiar  with  how  pixels 
are  represented  in  video  memory, 
the  technique  of  tile  painting  is  eas- 
ier to  understand.  Tile  painting  uses 
the  PAINT  command  found  in  PCjr 
Cartridge  BASIC  and  IBM  BASICA 
to  fill  the  bytes  of  screen  memory 
with  certain  patterns  of  ones  and 
zeros.  This  pattern  is  programma- 
ble, and  it  represents  what  is  dis- 
played on  the  TV  or  monitor. 
Instead  of  painting  with  the  actual 
color,  you  paint  with  the  bit  pattern 
of  the  color.  By  using  bit  patterns, 
you  can  actually  paint  with  more 
than  one  color  around  some  speci- 
fied border  color. 

PAINT  (x,y),  CHR$(bit  pattern)  -^  CHR$ 
(bit  pattern)  +  ...  ,boundary  color 

The  bit  pattern  consists  of  eight 
bits,  so  its  decimal  equivalent  can 
range  from  0  to  255  (integers  only). 
The  bit  pattern  must  represent  the 
colors  of  the  pixels  per  byte  of  the 
screen  mode  you're  using.  This 
means  four  colors  can  be  painted  at 
a  time  in  SCREEN  4  and  6,  while 
only  two  colors  can  be  painted  at  a 
time  in  SCREEN  3  and  5.  The  color 
patterns  are  put  in  memory  next  to 
each  other  as  vertical  lines  on  the 
screen.  The  following  example 
paints  SCREEN  1  with  vertical 
bands  of  blue  and  green  lines: 

10  SCREEN  1;CLS 

20  PAINT  (1,1),CHRS(102),3 

The  reason  why  the  lines  are 
blue  and  green  can  be  seen  when 
the  number  102  is  expressed  in  bi- 
nary, revealing  the  bit  pattern: 

102  =  01100110 

Table  3  shows  how  decimal  102  is 
derived  from  this  binary  number. 


Table  2:  Color  Bits 

Bits 
Luminance       Red   Green      Blue     Color 

0 
0 
0 
0 
0 
0 
0 
0 


0 

0 

0 

Black 

0 

0 

Blue 

0 

Green 

0 

1 

0 

Cyan 
Red 

1 
1 

0 

Magenta 
Broum 

1 

0 

0 

Light  Gray 
Da.tk  Grav 

0 
0 
0 

1 

0 

Light  Biue 
Light  Green 
Light  Cvan 
Pink 

1 
1 

Light  Magenta 
Yellow 

1 

White 

Table  3:  Converting  Binary  to  Decimal 


Value  for 

each  digit 

128    64 

32 

16 

8 

4 

2 

1    01  =  0001  =  blue 
10  =  0010  =  green 

Binary 

0      1 

1 

0 

0 

1 

1 

0 

128  •    0    =       0 
64  *    1    -     64 

32  *    1    =     32 
16  •    0    =       0 
8*0=       0 
4*1=       4 
2*1=       2 
1   -    0    -       0 

SCREEN  1  stores  four  pixels  per 
byte,  so  the  pattern  works  out  to 
these  colors: 

01  10  01  10 

blue       green      blue       green 

But  here's  where  things  get 
tricky.  If  the  computer  is  plugged 
into  a  color  TV  or  composite  color 
monitor  (not  an  RGB  monitor),  you 
won't  see  the  blue  and  green  verti- 
cal lines  that  are  supposed  to  be 
there.  Instead,  you'll  see  a  solid  bar 
of  color  that's  sort  of  blue.  And  the 
blue  is  not  one  of  the  normal  16 
colors  available.  It  is  a  new  color- 
one  of  the  256  shades  that  can  be 
created  this  way  on  SCREEN  1  of 
the  PCjr,  and  one  of  the  16  shades 
that  can  be  created  on  SCREEN  1  of 
the  PC. 

What's  happening  here  is  some- 
thing called  artifacting.  This  effect 
takes  advantage  of  the  limited  reso- 
lution of  TVs  and  composite  color 
monitors.  When  two  very  small  pix- 
els are  placed  next  to  each  other  on 
these  screens,   there  isn't  enough 


102 

resolution  to  display  them  proper- 
ly. As  a  result,  the  pixels  tend  to 
blend  together  and  create  a  false 
color — an  artifact  color.  The  color 
wouldn't  be  visible  if  the  screen 
had  more  resolution,  which  is  why 
you  usually  need  a  TV  or  composite 
color  monitor  to  observe  this  effect. 
RGB  monitors  have  enough  resolu- 
tion to  display  the  pixels  as  they're 
supposed  to  appear. 

Creating  New  Colors 

If  the  binary  pattern  10  01  10  01  is 
used  in  the  above  example  instead 
of  01  10  01  10,  the  shade  is  slightly 
different — blue-green-blue-green 
does  not  appear  the  same  as  green- 
blue-green-blue  on  a  color  TV  or  or 
composite  monitor.  They  mix  dif- 
ferently to  create  an  entirely  new 
shade  of  blue-green. 

The  PC  can  mix  a  fewer  num- 
ber of  colors  than  the  PCjr  for  two 
reasons.  The  first  is  that  the  PC  has 
only  two  graphics  modes,  SCREEN 
1  and  SCREEN  2.  Tile  painting  pro- 
duces only  16  colors  in  SCREEN  1 


TOO     COMPUTEI      December  1985 


and  five  shades  of  gray  in  SCREEN 
2,  Still,  these  are  more  colors  than 
what  are  normally  available  in 
these  modes.  The  second  reason  is 
that  the  PC  does  not  have  a  PAL- 
ETTE command  as  the  PCjr  does. 
The  PC  does  have  a  second  color 
palette  in  SCREEN  1,  but  the  mixed 
colors  look  the  same  as  the  first 
palette  on  a  color  TV  or  composite 
monitor. 

On  SCREEN  6,  available  only 
in  PCjr  Cartridge  BASIC,  there  are 
four  pixels  per  byte.  Because  the 
pixels  are  very  small  (640  X  400 
per  screen),  vertical  bands  of  four 
different  colors  can  be  mixed  to 
form  shades  of  any  color.  In  medi- 
um resolution,  320  X  200,  vertical 
bands  of  two  different  colors  form 
new  solid  colors.  Tile  painting 
doesn't  work  in  low  resolution,  160 
X  200,  because  the  pixels  are  too 
large. 

For  a  demonstration  of  hoiv 
closely  spaced  vertical  bands  create 
new  colors,  enter  and  run  Program 
1  (for  the  PCjr  only).  Using  the 
LINE  command  instead  of  PAINT, 
line  20  fills  the  first  40  columns  of 
SCREEN  6  with  purple  bands  on 
every  line  that  is  a  multiple  of  four; 
0,  4,  8,  12,  and  so  on.  Line  30  fills 
the  next  40  columns  with  the  same 
color  on  every  vertical  line  that  is  a 
multiple  of  four  plus  one:  1,  5,  9, 13, 
and  so  on.  Then  the  program  fills 
the  screen  with  lines  of  the  other 
two  colors  available  in  SCREEN  6, 
The  result,  on  a  TV  or  composite 
monitor,  is  12  different  colors  in- 
stead of  the  four  you'd  expect. 

Adding  up  all  the  different 
combinations  of  four  colors  results 
in  256  shades,  and  all  256  can  be 
displayed  on  the  screen  at  the  same 
time.  When  you  take  into  account 
that  the  PALETTE  command  can 
change  any  of  the  four  basic  colors 
into  any  of  the  other  16  colors, 
there  are  1,092,016  possible  shades 
in  high  resolution. 

Program  2  (for  the  PCjr  only) 
proves  it  can  be  done.  This  program 
displays  256  shades  on  the  screen 
by  drawing  the  vertical  lines  using 
only  the  first  four  colors.  After 
painting  all  the  shades,  it  randomly 
changes  the  palettes.  If  the  colors 
selected  by  the  PALETTE  com- 
mand were  never  repeated,  it 
would  take  about  an  hour  and  a 


half  to  cycle  through  all  one  million 
colors. 

Colors  In  Other  Modes 

In  SCREEN  5,  there  are  256  possi- 
ble colors,  as  demonstrated  by  Pro- 
gram 3  (also  for  the  PCjr  only).  In 
SCREEN  4  and  SCREEN  1,  vvhich 
are  the  same  resolution,  only  four 
basic  colors  are  available,  so  tile 
painting  lets  us  display  up  to  16 
hues  simultaneously.  With  the 
PALETTE  command  on  the  PCjr, 
you  can  select  these  16  colors  from 
256  possibilities.  Program  4  dis- 
plays 16  shades,  then  uses  the  PAL- 
ETTE command  to  get  the  rest. 
Vertical  bands  with  four  colors 
don't  blend  in  this  mode,  so  some- 
how bands  of  two  must  be  painted, 
The  secret  is  in  line  40.  Since  there 
are  four  pixels  per  byte,  the  last  half 
of  the  byte  has  to  be  reflected  in  the 
first  half.  This  technique  insures 
that  only  two  colors  are  in  each 
band  of  four.  The  first  half  is  the 
same  as  the  last  half,  so  the  first 
band  of  two  will  be  the  same  as  the 
last  band  of  two.  Program  4  will 
also  work  on  the  PC,  but  without 
the  PALETTE  command  (line  80) 
you  are  limited  to  only  16  colors. 

Tile  painting  doesn't  work  cor- 
rectly in  SCREEN  2,  high  resolution 
with  two  colors,  because  this  screen 
is  always  in  black  and  white.  How- 
ever, you  can  get  five  shades  of 
gray,  as  shown  by  Program  5  (for 
PC  and  PCjr).  Solid  lines  form  the 
brightest  white.  Lines  separated  by 
one  line  of  black  give  the  next- 
brightest  white.  Lines  separated  by 
two  or  three  lines  of  black  yield  the 
next  two  shades.  The  middle  gray 
can't  be  displayed  when  using  the 
PAINT  command,  because  it's  not 
possible  to  create  a  bit  pattern  that 
represents  two  blacks  and  then  a 
white.  Table  4  shows  which  bit  pat- 
terns generate  the  various  shades  of 
gray. 

Tile  painting  doesn't  work  at 
all  in  SCREEN  3  because  the  pixels 
are  too  large.  To  see  a  demo  of  tile 
painting  in  SCREEN  1  for  the  PC  or 
PCjr,  run  Program  6.  It  fills  the 
screen  ^vith  circles,  displaying  up  to 
256  colors  on  the  PCjr  and  16  colors 
on  the  PC. 

Program  7,  for  the  PC  and  PCjr 
with  an  RGB  monitor,  demonstrates 
the  usefulness  of  the  many  new 
colors  in  a  fascinating  experiment. 


It  uses  SCREEN  1  and  tile  painting, 
but  in  a  different  way  than  seen 
above.  Closely  spaced  vertical  lines 
don't  blend  together  on  an  RGB 
monitor,  so  the  previous  technique 
won't  work.  So  instead.  Program  7 
uses  the  second  part  of  the  PAINT 
command.  The  first  CHR$(bif  pat- 
tern) controls  the  horizontal  line 
above  the  second  CHR$(i;[f  pat- 
tern). Now  the  PAINT  command 
can  control  the  horizontal  as  well  as 
the  vertical  lines,  forming  a 
checkerboard. 

Although  the  checkerboard 
blends  the  lines  together  to  create 
new  colors,  the  colors  aren't  as  solid 
as  those  produced  by  vertical  lines 
on  a  TV  or  composite  monitor.  In- 
deed, the  effect  won't  look  very 
pretty  on  a  TV  or  composite  moni- 
tor; it's  passable  on  an  RGB. 

Program  8  (for  the  PCjr  only) 
employs  the  same  technique  as 
Program  7,  but  uses  SCREEN  5  on 
the  PCjr  to  create  all  240  possible 
colors  on  the  RGB  monitor  at  once. 
The  PALETTE  command  won't  cre- 
ate any  new  shades  here,  because 
all  16  colors  and  their  possible  com- 
binations are  displayed. 

Program  9  (for  the  PCjr  only)  is 
the  same  as  the  last  two,  but  uses 
SCREEN  6  on  the  PCjr,  It  does  a 
much  better  job  of  blending,  al- 
though the  colors  still  aren't  per- 
fectly solid.  Ten  shades  are 
displayed  at  once  and  the  PAL- 
ETTE command  cycles  through  all 
240  possible  shades. 

Painting  Your  Own 
Programs 

To  use  the  new  colors  in  your  own 
programs,  simply  choose  one  of  the 
following  example  programs  which 
uses  the  same  screen  mode.  Table  5 
summarizes  the  programs  and  the 
number  of  color  variations  possible 
in  each. 

If  you're  programming  on  a 
PCjr,  remove  the  lines  that  deal 
with  changing  the  palette.  You  can 
change  palettes  on  the  PCjr  in  di- 
rect mode  until  most  of  the  shades 
you  want  are  on  the  screen.  We 
suggest  not  changing  the  palettes  in 
the  16-color  modes,  because  the 
unchanged  palette  creates  the  wid- 
est variety  of  colors  with  the  least 
amount  of  extra  work. 

In  four-color  modes,  the  screen 
displays  16  shades.  Pick  the  color 


December  1965    cOMPUTil     lOi 


you  want,  then  refer  to  Table  6  for 
the  corresponding  decimal  and  hexa- 
decimal translations  of  the  bit  pat- 
terns required. 

If  you're  using  a  16-color  mode 
with  a  TV  or  composite  monitor, 
the  screen  displays  256  shades  and 
the  bit  patterns  can  be  figured  as 
follows:  First  choose  the  color. 
Then,  starting  at  zero  at  the  upper- 
left  corner  of  the  screen,  count  in 
hex  across  the  screen  to  the  column 
with  the  color  you  want.  Remember 
to  count  in  hex  (0  through  9,  then  A 
through  F).  Then,  still  working  in 
hex,  count  the  number  of  rows 
down  to  the  color  you  want.  These 
two  numbers  form  the  bit  pattern  of 
the  chosen  color.  Use  them  as 
shown  below: 

PAINT  (x,y),CHR$(  &H  row  column), 
boundary 

Example:  If  row  =  A  and  column 

=  2,  then 

PAINT  (x,y),CHRS(&HA2),boundary 

If  you're  using  an  RGB  monitor 
with  a  16-color  mode,  choose 
which  two  of  the  16  colors  to  make 
into  the  checkerboard.  Then  write 
each  of  their  numbers  in  hex  (0-F). 
Use  these  numbers  as  the  bit  pat- 
tern as  shown  below.  Switching  the 
first  and  second  colors  will  create 
the  checkerboard. 

PAINT  (x,y),CHRS&H  Isl  color  2nd 
color) -f-CHR$(&H  2nd  color  1st 
colar),boundary 

Example:   If  1st  color   =   B  (light 

cyan)  and  2nd  color  =  2  (green), 

then 

PAINT  (x,y),CHRS(&HB2)  +  CHRS(&H2B) 

IBM  boasts  of  only  the  check- 
erboard technique  for  shading  col- 
ors. I  find  the  other  method  more 
fascinating.  Now  you  can  enhance 
your  screens  with  a  new  palette  of 
bright,  solid  colors,  which  formerly 
were  thought  to  be  impossible  on 
an  IBM. 

For  instructions  on  entering  these  listings, 
please  refer  to  "COMPUTErs  Guide  to  Typing 
In  Programs"  published  bimonthly  in  cowpute'. 
A!5o.  see  Table  6  for  o  descrtption  of  the 
progranns. 

Program  1 :  PCjr 

i!  10  CLEAR, , ,327iB' : SCREEN  6: CL 

S;KEY  OFF 
DJ  20  FOR  X=0  TO  40  STEP  4 :  L I NE 

(X,0J-(>:,200)  ,3:NEXT 
,'H  30  FOR  Xs-qi  ID  80  STEP  4:LINE 

<X,0)-U,200)  ,3:NEXT 
lA  40  FOR  X=a2  TO  120  STEP  4-.LIN 

E  (X,ei)-(X,200)  ,3:NEXT 


Table  4:  Gray  Scales  in  SCREEN  2 


Binary 


Decimal       Hex 


color  1  = 


color  0 


1  ]  1  1  1  1  ]  1  =  256  =  &.HVF  = 

010  10  10  1  =     85  =  &H55  = 

(Not  accessible)  = 

00010001  =     17=  &H11  = 

000000  0  0  =       0=  &H00  = 


Shade 

White 
Dull  White 
Middle  Gray 
Dark  Grav 
Black 


Table  5:  Program  Descriptions 


Screen 

Colors  per 

Program 

Mode 

Max  Colors 

Screen 

PC  or  PCjr 

Display  Device 

Program  1 

SCREEN  6 

1,092,016 

256 

PCjr 

TV  or  CC* 

Program  2 

SCREEN  6 

1,092,016 

256 

PCjr 

TV  or  CC 

Program  3 

SCREEN  5 

256 

256 

PCjr 

TV  or  CC 

Program  4 

SCREEN  1  or 

4             256 

16 

PCjr 

TV  or  CC 

SCREEN  1 

16 

16 

PC 

TV  or  CC 

Program  5 

SCREEN  2 

5 

5 

PC/ PCjr 

TV  or  CC 

Program  6 

SCREEN  1 

256 

16 

PCjr 

TV  or  CC 

16 

16 

PC 

TV  or  CC 

Program  7 

SCREEN  1  or 

4             240 

10 

PCjr 

RGB 

SCREEN  1 

20 

10 

PC 

RGB 

Program  8 

SCREEN  5 

240 

240 

PCjr 

RGB 

Program  9 

SCREEN  6 

240 

10 

PCjr 

RGB 

*CC  =  Composite  color  monitor 


Table  6:  Translations  of  Bit  Patterns  in  Four-Color  Modes 


Shade  Position 

0 

1 

2 

3 

4 

5 

6 

7 

8 

9 
10 
11 
12 
13 
14 
15 


TV  or  Composite 
Decimal       Hex 


RGB 
Decimal       Hex 


0 

17 

34 

51 

70 

85 

102 

119 

136 

153 

176 

187 

204 

221 

238 

255 


&H00 

&Hn 

&H22 

&H33 

&H44 

&H55 

&H66 

&H77 

&H88 

&Hg9 

&HAA 

&HBB 

&HCC 

&HDD 

&HEE 

&HFF 


0  +  0 


&H00  +  &:H00 


17 

34 

51 

70 

85 
102  + 
119  + 
136  + 
153  + 
176  + 
187  + 
204  + 
221  — 
238  + 
255  + 


70 
136 
204 
17 

85 

153 

221 

34 

102 

176 

238 

51 

119 

187 

255 


&H11 
&H22 
&H33 

&H44 
&H55 


&H44 

&H88 

&HCC 

&H11 

&H55 


&H66  +  &H99 
&H77  +  &HDD 
&H88  +  &H22 
&H99  +  &H66 
&HAA  +  &HAA 
&:HBB  +  &HEE 
&HCC  +  &H33 
&HDD  +  &H77 
&HEE  +  &HBB 
&HFF  +  &HFF 


E:    50    FOR    X=123    TO    160    STEP    4:  LI 

NE     <X,0)-f X,200) ,3; :NEXT 
■H   60    FDR    X  =  160    TO    200    STEP    4:  LI 

tME     (X,0)-(X,200)  ,  1:NEXT 
HS    70    FDR    X=201     TO    240    STEP    4: LI 

NE     (X,0) -<X,200) , 1:NEXT 
fO   60    FOR    X=242    TO    2B0    STEP    4: LI 

NE     (X,0)    ■(X,200) , 1 :NEXT 
NH   90    FDR    X=283    TO    320    STEP    4:LI 

NE     (X,0)-<X,200) , 1:NEXT 
00    100    FOR    X=320    TO    360    STEP    4:L 

INE     <X,0)-(X,200) ,2:NeXT 
rN    110    FOR    X-361     TO    400    STEP    4:L 

INE     (X,0)-(X,200) ,2:NEXT 
5l    120    FOR    X=402    TO    440    STEP    4:L 

INE     (X,0)-(X,200) ,2:NEXT 
GE    130    FDR    X=443    TO    480    STEP    4:L 
INE     (X,0)-(X,200)  ,2:IMEXT 

Program  2:  PCjr 

!■  10  CLEAR, , ,32768 <: SCREEN  6:CL 

S:KEY  OFF 
i.3  20  RANDOMIZE  TIMER:  Z—1  :  A=  INT 

(640/ 16) 


30  FDR  Y=0  TD  15 

40  FDR  X=0  TO  15:Z=Z+1 

50  LINE  (X»A, Y«12.5) - (X*A+A, y 

*12.5+12.5) ,3,B 
60  IF  Z<:-0  THEN  PAINT  (X*A+1, 

¥*12.5+1 ) ,CHR*{Z) ,3 
70  LINE  (X«A, Y«12-5) - (X»A+A, Y 

112.5+12.5) ,0,B 
80    NEXT    X,Y 
90    PALETTE    RND*3, RND* IS: BDTQ 

90 


Program  3:  PCjr 


10  CLEAR, , ,32768 ■: SCREEN  5:CL 

S:KEY  OFF 
20  RANDOMIZE  T IMER: 7=-l : A= INT 

(320/16) 
30  FOR  Y-=0  TD  15 
40  FOR  X=0  TD  15:Z=Z+1 
50  LINE  (X»A,  Y*12.5)-{X»:A+fl,  Y 

*12.5+12.5) ,3, 8 
60  IF  IO0  THEN  PAINT  (Xtfl+1, 

Y»12.5+l I  ,CHRt  IZ) ,3 


102     COMPUTEI      December  1985 


nh  7£l  LINE  (X*A,Y«12.5)-(X»A+A,y 

♦12.5+12.5) ,0,8 
J!  80  NEXT  X,Y 
tX    90  GOTO  90 


Program  4:  PC/PCjr 

CA  10  SCREEN  1:CLS:KEY  OFF: COLOR 

,0 
sn  20  RANDDMI2E  VOL  (RIGHT*  (TIMES 

,2) ) :Z=-t :fi=INT(320/16) : V= 

13 
OB   30    FDR    X  =  fJ    TO     I5:Z  =  Z  +  ! 
II    40    LINE     (X»A,0!-'.X*A+A,200)  ,3 

,B 
Ki    50     IF    Z     >0    THEN    PAINT     :X*A+1, 

1) ,CHR4(Z+Z*16) ,3 
•li    60    LINE     (X«A,a>-(X«A+A,200)  ,0 

,B 
(M  70  NEXT  X 
ei.  BPJ  PALETTE  RND*3 ,  RND*  1 5:  BOTO 

B0: '  Remove  this  line  for 

PC 


Program  5:  PC/PCjr 

LF  10  SCREEN  2,1:CLS:KEY  OFF 

nj  20  FDR  X=l  TO  100:  LINE  (X,l)- 

<X,200) , 1:NEXT  X 
DH  30  FOR  X=101  TO  200  STEP  2tLI 

NE  (X,  n-(X,200)  ,  1;NEXT  X 
HN  40  FDR  X=201  TD  300  STEP  3:LI 

NE  tX, l)-(X,200) , 1:NEXT  X 
KD  50  FDR  X=301  TD  400  STEP  4:H 

NE  iX, l)-(X,200) , 1:NEXT  X 
:E  60  GOTO  60 


Program  6:  PC/PCjr 

Cm  10  SCREEN  1:CLS:KEY  OFF: COLOR 

,0 
-0  20  RANDDMIZE  WftL  (RIGHTS  (TIMES 

,2)) 
GD  30  X=RNDt320: Y=RND«200:R=RND* 

10+10:TILE=INT(RND»(15)+1) 
31  40  CIRCLE  (X,  Y)  ,R,3:PAINT  (X, 

Y) ,CHR*(TILE+TILE»16) ,3: CI 

RCLE  (X,Y),R,0 
AE  50  IF  RND»10>a  THEN  PALETTE  R 

ND»3+1,RND«15: '  Remove  thi 

5  line  for  PC 
EA  60  BOTD  20 


Program  7:  PC/PCjr 

en  10  SCREEN  1:CLS:KEY  OFF: COLOR 

,0 
-O  20  RANDOMIZE  VAL (RIGHTS ( T IMES 

,2) > :Z=-1:A=INT(320/16) : Y= 

0:C=0 
03  30  FOR  X=0  TO  15:Z=Z+1 
m   40  LINE  (XtA,0)-(XtA+A,200) ,3 

,B:  Y=Z  +  Z«16:0-Y*4:R=^INT  (Q/ 

256) :Q=a-R*2S6+R 
■■    50  IF  Z<;0  THEN  PAINT  (X«A+!, 

1 ) , CHRS ( Y) +CHRS (Q) , 3 
CD  60  LINE  (X*A,0)-(X«A+A,200) ,0 

,B 
911  70  NEXT  X 
GL  80  PALETTE  RND«3, RND* 15: GOTO 

80:'  Remove  this  line  for 

PC 
if,   90  C=l-C:  COLOR  ,C:FQR  Z  =  l  TD 

100:NEXT:GOTG  80:'  Remove 

this  line  far    PC 


Program  8:  PCjr 

''y    10  CLEAR,  ,,  32768' :  SCREEN  5:  CL 

5: KEY  OFF 
65  20  RANDOMIZE  TIMER: Z=-l : A= INT 

(320/16) 
IB  30  FOR  Y=0  TD  15 
3E  40  FOR  X=0  TO  15:Z=Z+1 
JO  50  LINE  (X*fi, Y*12.5)-(X*A+A, Y 

«12.5+12.51,3,B:a=(Z)*16:R 

=INT(Q/256) : Q=Q-R»256+R 
[[  60  IF  ZO0  THEN  PAINT  (X*ft+1, 

Y*  12.  5+1)  ,CHRS(Z)+CHRS(C])  , 

rh  70  LINE  (X*A,  Y412.5)- (X*A+A,  Y 

*12. 5+12.3) ,0,B 
v'l  80  NEXT  X.V 
?L  90  BOTO  90 


Program  9:  PCjr 

!'£  it'  CLEAR,  ,  ,32768' :  SCREEN  6:  CL 

S:KEY  OFF 
;":  20    RANDDMIZE  T  IMSR:  Z=-l :  A=INT 

(640/16) :Y=0 
GC  30  FDR  X=0  TO  15:Z  =  Z+1 
\n   40  LINE  (X*A,0)-(X*A  +  A,200>  ,3 

,B: Y=Z+Ztl6:D=Y*4:R=INT(0/ 

256) :Q=Q-R*256+R 
k:  50  IF  Z:;0  THEN  PAINT  iX*A+l, 

1) ,CHRS(Y)+CHRS(a) ,3 
il)   60  LINE  (X*A,0)-(X*A+A,200)  ,0 

,B 
fi.1  70  NEXT  ,.: 
3!  30  PALETTE  RND«3,  RND*  15:  GOTO 

80 


Computed  GOTOs  And  GOSUBs 
For  Commodore  64 


This  short,  relocatable  utility  permits 
computed  GOTO  and  GOSUB  state- 
ments  in  Commodore  64  BASIC. 


You're  probably  familiar  with 
GOTO  and  GOSUB  statements, 
which  pass  control  to  another  line 
in  a  BASIC  program.  In  Commo- 
idore  BASIC,  these  keyworcis  can 
only  be  followed  by  a  line  number, 
as  in  GOTO  100.  Some  other  ver- 
sions of  BASIC  let  you  replace  the 


William  M  Wiese 


line  number  with  a  variable,  such  as 
GOTO  X,  or  even  a  complex  expres- 
sion, such  as  GOSUB  X+100*ABS 
(Y).  Since  the  line  number  is  com- 
puted from  the  expression,  the  term 
computed  GOTO  or  GOSUB  is  used 
to  describe  this  feature. 

Computing  the  destination 
from  an  expression  offers  two  ad- 
vantages. You  can  make  your  pro- 
grams easier  to  understand  by 
using  meaningful  variable  names 
for  subroutines  instead  of  line  num- 


bers— for  instance,  replacing  GO- 
SUB 1000  with  GOSUB  DRAW. 
And  computed  GOTO  and  GOSUB 
statements  offer  a  more  flexible  and 
efficient  means  of  controlling  pro- 
gram flow.  For  example,  say  that 
you  write  a  program  with  six  sub- 
routines: The  first  starts  at  line 
1000,  the  second  is  at  2000,  and  so 
on  up  to  line  6000.  The  usual  way 
to  direct  the  computer  to  the  correct 
subroutine  would  be  with  an  ON- 
GOSUB  statement: 


December  1  ijes    computei     103 


ON  A  GOSUB  1000,2000,3000,4000, 
5000,6000 

With  computed  GOSUBs,  the 
same  thing  can  be  accomplished 
with  the  more  compact  statement 
GOSUB  A.  If  A  =  1000,  the  com- 
puter performs  the  subroutine  at 
line  1000.  If  A  =  2000,  then  GOSUB 
2000  is  performed,  and  so  forth. 

The  program  below  adds  both 
of  these  useful  statements  to  Com- 
modore 64  BASIC.  Type  in  and 
save  a  copv  before  vou  run  it.  Enter 
line  130  exactly  as  shown  (do  not 
add  an  extra  comma  after  the  num- 
ber 57812).  The  program  automati- 
cally saves  a  machine  language 
program  named  "CGO.ML"  on 
disk.  If  you're  using  tape,  change 
the  ,8  to  ,1  in  line  130.  Once  the 
program  has  been  created,  load  it 
with  LOAD"CG0.ML",8,l  for  disk 
or  LOAD"CGO.ML",1,1  for  tape. 

Expressive  Programming 

Once  the  routine  is  loaded  into 
memory,  you  can  perform  a  com- 
puted GOSUB  with  the  statement 
SYS  iBloliCxpression.  Replace  ex- 
pression with  any  variable  or  ex- 
pression that  evaluates  to  a  valid 
line  number  (from  0-63999).  Use 
SYS  49179, expression  to  perform  a 
computed  GOTO.  For  example,  if 
the  variable  DRAW  equals  1000, 
then  SYS  49152,DRAW  does  the 
same  thing  as  GOSUB  1000,  and 
SYS  49179,DRAW  does  the  same 
thing  as  GOTO  1000. 

It's  usually  advantageous  to 
substitute  variables  for  49152  and 
49179  in  such  SYS  statements.  For 
instance,  your  program  might  con- 
tain the  following  lines: 

10  CG  =  49152 

90  SYS  CG,DRAW 

In  Commodore  BASIC,  using 
variables  in  place  of  numbers 
speeds  up  a  program.  It  takes  the 
computer  less  time  to  find  the  value 
of  the  variable  CG  than  it  does  to 
calculate  the  value  of  a  constant 
such  as  49152. 

In  some  cases,  you  may  want 
to  use  the  memory  locations  start- 
ing at  49152  for  a  different  machine 
language  routine.  If  you  use  a  disk 
drive,  you  can  move  the  computed 
GOTO/GOSUB  routine  to  the  cas- 
sette buffer,  which  begins  at  loca- 
tion 828.  Simply  change  lines  100, 
140,  150,  and  210  as  shown  here; 


100  FOR  1=828  TO  878   :rem  234 
140  POKE  1 93, 60: POKE  1 94, 3 

:rera  39 
150  POKE1.74,  1  10:POKE1  75,3 

:  rem  132 
210  DATA  76,91,3,169,255,133 

: rem  102 

Before  running  the  modified 
program,  replace  the  name  CGO.ML 
in  line  130  with  a  new  name 
(CGML/828  or  whatever)  that  re- 
flects the  alteration.  Then  load  the 
program  as  described  above  and 
use  SYS  828,expressioii  for  comput- 
ed GOSUB  and  SYS  S55, expression 
for  computed  GOTO. 

Occasionally,  computed  GO- 
TOs  and  GOSUBs  don't  seem  to 
work  correctly.  For  example,  sup- 
pose a  program  contains  the  state- 
ment SYS  49179,  5*COS(X).  If  X 
has  the  value  0,  then  this  statement 
should  do  the  same  thing  as  GOTO 
5  (to  confirm  this,  tvpe  PRINT 
5*COS(0)  and  press  RETURN).  In- 
stead, the  computer  performs  the 
equivalent  of  GOTO  4.  Such  effects 
are  the  result  of  slight  rounding 
errors  caused  when  the  computer 
converts  numbers  from  one  format 
to  another.  The  64 — like  virtually 
every  other  computer — stores  and 
manipulates  numbers  internally  in 
a  different  format  from  the  decimal 
numbers  we  ordinarily  use.  In  this 
case,  the  computer  evaluates 
5*COS(0)  as  4.99999999,  then 
throws  away  the  fraction,  ending 
up  with  the  integer  (whole)  value  of 
4.  To  prevent  such  rounding  errors, 
add  a  small  number  (.00001  is  a 
good  value)  to  the  expression.  For 
instance,  SYS  49179,  5*COS(0)  + 
.00001  correctly  performs  GOTO  5. 

How  It  Worlcs 

Computed  GOTOs  and  GOSUBs 
are  surprisingly  easy  to  add  to 
Commodore  BASIC.  When  the 
computer  performs  an  ordinary 
GOSUB,  it  "remembers"  its  current 
place  in  the  program  by  storing  an 
address  and  the  current  BASIC  line 
number  in  a  special  memory  area 
called  the  stack.  An  additional  byte 
is  stored  on  the  stack  to  show  that  a 
GOSUB  caused  the  stack  entry. 
This  makes  it  possible  for  the  com- 
puter to  find  its  way  back  to  the 
right  spot  when  the  subroutine 
ends  with  RETURN. 

From  this  point  onward,  GO- 
SUB and  GOTO  share  the  same 
code  and  work  exactly  the  same. 
The  computer  looks  at  the  ASCII 


line  number  stored  in  the  BASIC 
program  text  (if  it  finds  anything 
other  than  ASCII  numerals,  it  stops 
with  an  UNDEF'D  STATEMENT 
error).  Then  it  converts  the  line 
number  to  integer  form  and  stores  it 
in  locations  20-21.  Finally,  the 
computer  searches  the  program  text 
for  the  matching  line  number  and 
(if  the  line  exists)  continues 
forward. 

To  make  computed  GOTOs 
and  GOSUBs  possible,  this  utility 
duplicates  the  way  a  GOSUB  state- 
ment stores  return  information  on 
the  stack.  But  it  adds  something 
new  to  the  common  routine  that 
retrieves  the  line  number  from  the 
program  text.  Instead  of  getting  the 
line  number  in  the  old  manner,  we 
call  BASIC'S  main  evaluation  rou- 
tine at  memory  address  44446.  This 
routine,  usually  labeled  FRMEVL, 
can  evaluate  any  BASIC  expression 
(unlike  the  normal  routine,  which 
accepts  only  numerals).  After  call- 
ing a  second  routine  at  47095  to 
convert  the  number  into  a  two-byte 
address,  the  utility  stores  the  line 
number  in  locations  20-21.  Since 
this  is  exactly  where  the  GOTO 
routine  expects  to  find  the  line 
number,  we  then  jump  into  the 
computer's  normal  routine  at  ad- 
dress 43171, 

Computed  GOTOs  And 
GOSUBs 

For  instructions  on  entering  this  listing,  please 
refer  to  "COf^^PUTEI's  Guide  to  Typing  In 
Programs"  published  bimonthly  In  compute!. 

100  FOR  1=491 52  TO  49202 

: rem  167 
11.0  READ  A:  POKE  I, A  :  rem  14 
1  20  NEXT  :rem  21 0 

130  SYS  5781 2"CG0.ML",a 

:rem  226 
140  POKE  193,0  :POKE  194,192 

:rem  1 40 
150  POKE  174, 51: POKE  175,192 

:rein  1  93 
160  SYS  62954  :rem  1 60 

170  DATA  169,0,133,2,169,3 

:reni  250 
180  DATA  32,251,163,165,123,72 

:rem  193 
190  DATA  165,122,72,165,58,72 

:  rem  1 5  6 
200  DATA  165,57,72,169,141,72 

:rem  1 32 
210  DATA  76,31,192,169,255,133 

:rem  201 
220  DATA  2,32,253,174,32,158 

:rem  90 
230  DATA  173,32,247,183,32,163 

:rem  1 95 
240  DATA  168,165,2,240,1,96 

:rem  47 
250  DATA  76,174,167    :rem  176 


104    COMPUTEI     December  1965 


Refurbish 
Your 


Richord  Roffers  And  Jeffrey  Hock 


Enhance  your  Commodore  64  by  mod- 
ifying its  built-in  operating  system. 
This  unusual  program  eliminates  sev- 
eral annoying  bugs  and  adds  conven- 
ient new  features  as  well. 


While  the  Commodore  64  is  n  re- 
markable computer,  its  operating 
system,  the  Kernal,  has  a  few  noto- 
rious shortcomings.  Some  64s  lock 
up  if  you  type  a  line  more  than  80 
characters  long  at  the  bottom  of  the 
screen,  then  delete  a  character. 
POKEs  to  screen  memory  are  in- 
visible on  some  models,  and  none 
of  them  handle  the  ASC  value  of  a 
null  string  ("")  correctly.  "Refur- 
bish Your  64"  corrects  these  prob- 
lems and  makes  several  other 
improvements  as  well.  Of  course, 
the  changes  are  only  temporary. 
Restarting  the  computer  returns  it 
to  normal. 

Type  in  and  save  the  accompa- 
nying program,  and  be  sure  to  re- 
move any  cartridges  from  the 
expansion  port.  When  you  run  the 
program,  the  computer  behaves  as 
if  you  just  turned  the  power  on — 
but  with  a  difference.  The  startup 
message  reveals  that  the  Kernal  has 


been  modified.  As  you  may  know, 
the  64  has  programmable  RAM 
(Random  Access  Memory)  "under- 
neath" the  ROM  (Read  Only  Mem- 
ory) addresses  where  BASIC  and 
the  Kernal  are  stored.  This  program 
works  by  copying  BASIC  and  the 
Kernal  from  ROM  into  the  underlv- 
ing  RAM,  modifying  them,  and 
then  turning  off  the  ROM  to  make 
the  computer  use  the  RAM-based 
Kernal  and  BASIC. 

Don't  worry  if  that  seems  un- 
clear, You  can  use  this  program 
without  knowing  how  all  the  de- 
tails work.  For  now,  notice  that  the 
number  of  bytes  free  is  shown  as 
51,216,  far  more  than  the  usual 
number  (38,911).  Since  the  64  now 
has  RAM  instead  of  ROM  at  loca- 
tions 40960-49151,  it  thinks  its 
BASIC  program  space  stretches  all 
the  way  from  location  2048  to 
53264.  But  that's  just  an  illusion. 
We  can't  use  the  RAM  from 
40960-49151  without  destroying 
the  modified  BASIC  we  just  put 
there.  Before  you  do  anything  else, 
reset  the  top-of-memory  pointer  to 
its  normal  value  by  typing  the  fol- 
lowing line  and  pressing  RETURN: 

POKE  55,0:POKE  56,160:POKE  643,0:POKE 
644,1 60;NEW 


This  line  must  always  be  en- 
tered immediately  after  you  run  the 
program  (or  perform  a  cold  start 
with  SYS  64738).  Once  that  is  done, 
your  modified  64  is  ready  to  go. 
Let's  look  at  each  modification  in 
turn  and  note  how  you  can  custom- 
ize this  program  to  suit  your  own 
tastes. 

Screen  Colors 

Everyone  seems  to  have  different 
preferences  for  default  screen  col- 
ors. If  you  don't  like  the  usual  col- 
ors, they're  easy  to  change.  Lines 
1460,  1500,  and  1550  define  the 
default  background,  border,  and 
character  colors,  respectively. 
Change  the  values  in  those  lines  to 
whatever  color  numbers  you  like, 
then  rerun  the  program.  The  cho- 
sen colors  will  reappear  whenever 
you  press  RUN/STOP-RESTORE 
or  cause  a  cold  start  with  SYS 
64738. 

In  this  and  other  parts  of  the 
program,  you'll  notice  that  each 
group  of  DATA  statements  repre- 
sents one  change,  with  the  first 
DATA  statement  in  each  group 
specifying  the  starting  address  and 
the  number  of  bytes  to  be  changed 
in  ROM.  The  remaining  DATA 
statements  in  each  group  contain 
the  actual  bytes  that  are  POKEd 
into  RAM  to  make  the  change.  The 
REM  statements  in  each  section  ex- 
plain which  values  you  may 
change. 

Default  Device 

Although  most  64  owners  use  a 
disk  drive,  the  default  device  for 
LOAD,  SAVE,  and  VERIFY  is  the 
Datassette.  Lines  1600-1700 
change  the  default  device  number 
to  8  so  that  a  command  like  SAVE 
"FILE"  (without  the  ,8)  saves  to  the 
disk  drive  rather  than  cassette.  You 
can  still  use  tape  by  adding  device 
number  1  to  vour  commands  (for 
instance,  SAVE"FILE",1).  How- 
ever, for  nonrelocating  disk  loads 
you  must  still  add  ,8,1  to  the  com- 
mand (as  in  LOAD"FILE",8,l).  Re- 
place the  8  in  line  1650  with  a  1  if 
you  don't  have  a  disk  drive. 

Auto  Load/Run 

When  you  press  SHIFT-RUN/ 
STOP,  normally  the  64  loads  and 
runs  the  first  program  on  tape. 
Since  the  disk  drive  is  now  the  de- 


0ecemberl985     COMPUTei     105 


fault  device,  the  SHIFT-RUN/ 
STOP  routine  has  been  modified  to 
perform  the  equivalent  of 
LOAD"*",8  followed  by  RUN.  This 
was  necessary  because  disk  loads 
(unlike  tape)  always  require  a  file- 
name. The  command  LOAD"*", 8 
normally  loads  the  first  program 
file  on  the  disk.  However,  in  some 
cases  the  wildcard  symbol  *  is  equal 
to  the  last  filename  used  rather  than 
the  first  file  on  disk. 

Screen  POKEs 

Depending  on  the  age  of  your  64, 
POKEs  to  screen  memory  (like 
POKE  1024,42)  may  produce  white 
characters,  invisible  characters  (the 
same  color  as  the  background),  or 
characters  the  same  color  as  the 
cursor.  This  program  makes  all 
screen  POKEs  appear  in  the  cursor 
color  as  on  the  newest  64s. 

Moving  CLR/HOME 

This  is  a  change  you  may  or  may 
not  find  desirable,  so  we've  made  it 
optional.  Some  people  often  hit  the 
CLR/HOME  key  by  accident  when 
trying  to  press  the  INST/DEL  key. 
Instead  of  inserting  a  character  in  a 
line  that  you're  editing,  the  screen 
clears  and  your  work  is  lost.  To 
eliminate  this  problem,  remove  the 
REMs  from  lines  2060-2280.  This 
modification  exchanges  the  posi- 
tions of  the  CLR/HOME  key  and 
the  £  key,  moving  CLR/HOME  to  a 
less  vulnerable  position.  If  you 
make  this  change  and  use  this  pro- 
gram frequently,  you  may  want  to 
exchange  the  keycaps  for  those 
keys  as  well.  The  keycaps  are  easily 
removed  by  prying  them  straight 
up. 

INPUT  Prompt 

As  you  probably  know,  INPUT  per- 
mits a  prompt  message  (for  ex- 
ample, INPUT"YOUR  CHOICE" 
;A$  prints  YOUR  CHOICE?).  If  the 
prompt  message  is  longer  than  one 
screen  line,  INPUT  either  tacks  the 
entire  prompt  message  onto  the 
front  of  your  response  (when  ac- 
cepting string  input)  or  causes  a 
REDO  FROM  START  error  (when 
accepting  numeric  input).  Lines 
2310-2340  eliminate  this  bug. 

LIST  Freezing 

The  64  normally  lets  you  slow 
screen  scrolling  (caused  by  PRINT- 


ing  or  LISTing  to  the  screen)  by 
pressing  the  CTRL  key.  In  many 
cases,  it's  more  convenient  to  freeze 
such  displays  rather  than  merely 
slow  them  down.  When  the  modi- 
fied Kernal  is  installed,  SHIFT  (or 
SHIFT-LOCK)  will  freeze  screen 
scrolling.  Pressing  CTRL  while  a 
screen  is  frozen  causes  it  to  scroll  at 
the  normal  rate  as  long  as  both 
SHIFT  and  CTRL  are  pressed. 

Keyboard  Buffer  Option 

Since  this  modification  may  not  be 
useful  to  everyone,  we've  made  it 
optional.  The  computer's  keyboard 
buffer  stores  keystrokes  temporar- 
ily. If  you  type  faster  than  the  com- 
puter can  digest  the  keystrokes,  the 
keyboard  buffer  remembers  them 
until  the  system  is  ready.  The  buffer 
is  normally  ten  characters  long; 
when  you  type  more  than  ten  char- 
acters "ahead"  of  the  system,  the 
extra  characters  are  lost.  There  are 
times  when  a  longer  buffer  would 
be  useful — for  example,  to  prevent 
a  fast  typist  from  overflowing  the 
buffer  or  to  let  the  computer  exe- 
cute long  direct-mode  commands 
as  if  they  were  typed  directly  on  the 
keyboard. 

If  you  remove  the  REMs  from 
lines  2530-2720,  the  keyboard 
buffer  is  moved  from  its  normal 
location  (631-640)  to  an  80-byte 
area  in  the  cassette  buffer  (starting 
at  828).  Note  that  many  programs 
expect  to  find  the  keyboard  buffer 
in  its  normal  place  and  may  misbe- 
have or  crash  as  a  result  of  this 
relocation.  For  this  reason,  be  care- 
ful to  test  the  program  after  incor- 
porating this  change. 

Power-Up  Message 

This  message  is  displayed  when 
you  first  run  the  program,  and 
thereafter  (as  long  as  the  computer 
remains  on)  when  you  cause  a  cold 
start  with  SYS  64738.  After  per- 
forming a  cold  start,  you  must  al- 
ways reset  the  top-of-memory 
pointer  as  explained  above.  Lines 
3190-3220  contain  the  data  for  the 
new  startup  message.  The  numbers 
are  ASCII  character  codes  (listed  in 
your  user's  guide).  To  replace  this 
message  with  one  of  your  own,  re- 
place these  codes  with  ASCII  codes 
for  the  characters  that  you  want.  Do 
not  try  to  add  any  extra  characters 
(there's  no  room  for  them  in  the  I 


modified  Kernal).  Note  that  tlw  last 
ASCII  code  must  be  a  0.  If  you  omit 
the  final  0,  the  computer  may  crash 
when  it  tries  to  print  the  message. 

Screen  Lockup 

Some  early  models  of  the  64  suffer 
from  the  infamous  bottom-of- 
screen  lockup  bug,  caused  when 
you  type  in  a  line  more  than  80 
characters  long  at  the  bottom  of  the 
screen,  then  delete  a  character.  This 
bug  has  been  eliminated. 

New  Erase  Key 

Commodore  computers  provide  ex- 
cellent full-screen  editing  capabili- 
ties. However,  some  people  prefer 
an  "erase"  key  that  acts  like  a  mini 
black  hole.  When  you  press  it,  the 
character  under  the  cursor  disap- 
pears, and  everything  to  the  right  of 
that  character  moves  left  one  space. 
This  is  the  equivalent  of  pressing 
CURSOR  RIGHT  followed  by  DE- 
LETE. We  chose  to  make  the  seldom- 
used  SHIFT-E  combination  into  an 
erase  key.  To  erase  a  character,  just 
press  SHIFT-£.  The  new  erase  key 
repeats  when  you  hold  it  down,  just 
like  the  cursor  keys  and  INST/DEL 
(SHlFT-9  now  repeats  as  well,  an 
unavoidable  side  effect).  If  you 
need  the  graphics  character  that 
SHIFT-E  normally  prints,  use 
PRINT  CHR$(169).' 

Null  String  Fix 

The  64's  normal  ASC  function  can't 
handle  a  null  string  (two  quotation 
marks  with  nothing  between  them). 
A  statement  like  PRINT  ASC("") 
causes  an  ILLEGAL  QUANTITY  er- 
ror. This  is  one  of  the  easiest  ROM 
bugs  to  fix,  requiring  only  a  one- 
byte  change. 

For  most  ordinary  program- 
ming, a  RAM-based  Kernal  and 
BASIC  work  just  fine.  However, 
since  other  programs  may  use  the 
same  RAM  area  (to  store  a  high- 
resolution  screen,  make  other  mod- 
ifications to  BASIC,  or  whatever), 
3'ou  must  be  alert  for  conflicts.  If 
another  program  POKEs  into  the 
RAM  where  the  modified  BASIC 
and  Kernal  are  stored,  the  computer 
may  crash.  As  mentioned  earlier, 
turning  the  computer  off  and  on 
restores  the  original,  ROM-based 
versions  of  BASIC  and  the  Kernal. 
The  only  way  to  make  these 
changes  permanent  is  to  store  the 


106     COMPUTE!      December  19S5 


modified  BASIC  and  Kernal  in 
EPROM  (Eraseable  Programmable 
ROM)  chips  and  substitute  them  for 
the  existing  ROM  chips — a  job  re- 
quiring specialized  equipment  and 
expertise. 

Refurbish  Your  64 

For  instructions  on  entering  this  listing,  please 
refer  to  "COMPUTEI's  Guide  to  Typing  In 
Programs"  publisned  bimontfily  in  compute!. 

1000  REM  COMMODORE  64  KERNAL  M 

ODIFIER.  irem  238 

1030  rem(4  spacesIthis  section 

OF   CODE    IS    A  :rein    130 

1040  rem{4  spaces] small  MACHIN 

E    language  :rem   91 

1050    REM  (4    SPACES]  PROG  RAM    V/HIC 

H    DOVmLOADS  :  rem    224 

1060    REM  [4    SPACES  JTHE    KEfWJAL    1 

NTO    THE  :rem    100 

1070    REM{4    spaces} UNDERLYING    R 

AM   AND    THEN  : rem    143 

1080    REM  {4    SPACES  J  t3ANKS    OUT    Til 

E    KERNAL    ROM.  : rem   206 

1150    PRINT"(CLRj i9    DOIW ) 

[15  SPACEsiill  ?§" 

: rem   208 
1200    PRINT" (15    SPACES] fRVS)PLE 

ASE    WAIT"  :rem    149 

1210    PRINT" J2    DOWN) {4    SPACESJD 

ON'T    FORGET    TO    RESHT    THE 

(  SPACE iTOP    OF"  :reni    105 

1220    PRINT"(D01/N]  [7    SPACESjMEI^l 

ORY    POINTERS     (SEE    TEXT)." 

: rem  149 

1230  FOR  1=49152  TO  49212:READ 

B:POKE  I,B:NEXT  1 : rem  87 

1240  DATA  169,0,133,251,1.69,16 

0,133,252,76,24,192,234,1 

69,0,133,251  :rem  226 
1250  DATA  169,224,133,252,76,2 

4,192,234,162,32, 160,0, 17 

7,251,145,251  : rem  20 
1260  DATA  200,208,249,230,252, 

202,208,242,96,2  3  4, 120,16 

5,1,37,253  :rem  118 
1270  DATA  133,1,88,96,234,120, 

165,1,5,253,133,1,88,96 

: rem  54 
1300  REM(4  SPACES]  THIS  DOV<-NLOA 

DS  BASIC.  :rem  27 
1320  POKE  253,l!SYS  49204 :SYS 

[SPACE)49152  :rem  1(52 
1350  REM (4  SPACES) THIS  DOITOLOA 

DS  THE  KERNAL.  : rem  9  2 
1370  POKE  253,2 :SYS  49204 :SYS 

fSPACE}49164  : rem  111 
1400  REM [4  SPACES) THE  DATA  BEL 

OVJ  MODIFIES  :rem  109 
1410  REM {4  SPACES jTHE  DEFAULT 

I  SPACE ) BACKG ROUND , 

: rem  156 
1420  REM{4  SPACES) BORDER,  AND 

( SPACE ]CHARACTER  : rem  245 
1430  REH[4  SPACES )COLORS  (IN  T 

HAT  ORDER) .  : rem  65 
1450  DATA  60633,2  : rem  68 
1460  DATA  6; REM [3  SPACES }THE  B 

ACKGROUND  COLOR  : rem  121 
1470  REM (10  SPACES }CODE  OF  YOU 

R  CHOICE  :rem  90 

1480  REH(10  SPACES) (VALUES  0  - 

15) .  ;rem  195 

1500  DATA  6:REH(3  SPACES )THE  B 

ORDER  COLOR  : rem  62 
1510  REM [10  SPACES ]CODE  OP  YOU 

R  CHOICE  : rem  85 


1520  REM[ 10  SPACES) (VALUES  0  - 
15)  .  :rem  190 

1540  DATA  58677,1       :rera  82 
1550  DATA  14;REM[2  SPACES] THE 
[ SPACE JCHARACTER  COLOR 

: rem  8  5 

1560  REM[10  SPACES)CODE  OF  YOU 

R  CHOICE  :reni  90 

1570  HEHfl0  SPACES) (VALUES  0  - 

15).  :rem  195 

1600  rem[4  spaces ithe  default 
(space)device  number 

: rem   10 
1610    REM[4    SPACES)F0R    'LOAD', 
(SPACE) 'SAVE' ,     AND 

:rem    169 
1620    REM(4    SPACES) 'VERIFY' . 

:rem   254 

1640  DATA  57818,1       :  rem  79 

1650  DATA  8:REM{3  SPACESJTHE  D 

ISK  DRIVE  WILL    : rem  250 

1660  REM [10  SPACES) BE  THE  NKW 

(space) DEFAULT      : rem  8 
1670  REM(10  spaces) DEVICE. 
(2  SPACES) IF  YOU  DO 

: rem  175 
1680  REHtie  SPACESJNOT  HAVE  A 

(space)disk  drive, 

:rem  218 

1690  REMUS  SPACES  }REPLACE  THE 

a  IN  LINE        irein  136 

1700  REM[10  SPACES) 1650  WITH  A 

1.  trem  84 

1730  REM{4  SPACES)THE  SCREEN  P 

OKE  FIX.  :rem  148 

1740  REM(4  SPACES]THE  SCREEN  C 

OLOR  MEMORY        : rem  169 

1750  RSM(4  SPACES]WILL  NOW  BE 

(space) FILLED  WITH: rem  80 
1760  REM[4  SPACESJTHE  CURRENT 

[ SPACE jCHARACTER   : rem  67 
1770  REM(4  SPACESJCOLOR. 

; rem  96 

17  90  DATA  58586,3        : rem  90 

1800  DATA  173,134,2    : rem  160 

1830  REM[4  SPACES} THE  LOAD/RUN 

MODIFICATION.     : rem  121 

1840  REMf4  SPACES) IF  YOU  DO  NO 

T  HAVE  A  DISK      : rem  81 

1850  REM[4  SPACES) DRIVE,  DELET 

E  LINES  :rem  134 

1860  REMC4  SPACES}iai0  THROUGH 

1890.  :rem  15B 

1880  DATA  60647,9       : rem  87 

1890  DATA  76,207,34,58,42,13,8 

2,213,13  :rem  84 

1920  REM|4  SPACES}THIS  SECTION 

OF  CODE  WILL     : rem  229 

1930  REM [4  SPACES) EXCHANGE  THE 

£  KEY  WITH         : rem  86 

1940  REMU  SPACES  ]THE  CLR/HOME 

KEY. (2  SPACES) IF  THE 

: rem  83 

1950  REH(4  SPACES )REMS  IN  LINE 

S  2060  THROUGH    :rem  229 

1960  REM{4  SPACES) 2280  ARE  REM 

OVED  THEN:        : rem  211 

1970  REM  :rem  181 

1980  REM (4  SPACES) 1) (2  SPACES) 

THE  TWO  KEY  CAPS  MUST 

: rem  68 

1990    REM{B    SPACES) BE    PHYSICALL 

Y    EXCHANGED  : rem    199 

2000    REH{8    SPACES }AND    : rem    121 

2010    REM(4    SPACES)2)[2    SPACES) 

THIS    PROGRAM    SHOULD 

:rem    3  3 

2020  REMiS  SPACES )ALWAYS  BE  RU 

tj  :  rem  245 

2030  'rEM(8  SPACES)  IMMEDIATELY 

(SPACE) AFTER  THE   :rem  48 


2040  REM[8  SPACES] COMPUTER  IS 

[ SPACE )TURNED  ON.  : rem  82 
2060  REM  DATA  60337,1  :rem  38 
2070  REM  DATA  19  : rem  49 
2090  REM  DATA  60340,1  : rem  3  5 
2100  REM  DATA  92  : rem  44 
2120  REM  DATA  60402,1  : rem  28 
2130  REM  DATA  147  : rem  96 
2150  REM  DATA  60405,1  s rem  34 
2160  REM  DATA  169  : rem  103 
2180  REM  DATA  60467,1  : rem  45 
2190  REM  DATA  147  : rem  102 
2210  REM  DATA  60470,1  : rem  33 
2220  REM  DATA  168  : rem  99 
2240  REM  DATA  60584,1  : rem  42 
2  2  50  REM  DATA  255  ; rem  99 
2270  REM  DATA  60587,1  : rem  48 
2280  REM  DATA  28  :rem  52 
2310  REM(4  SPACES) INPUT  PROMPT 
MESSAGE  FIX.  : rem  54 
2330  DATA  58918,2  : rem  79 
2340  DATA  234,234  : rem  65 
2370  REm[4  SPACES]THE  FOLLOWIN 

G  CODE  {WHICH  : rem  248 
2380  REM(4  spaces] will  NOT  BE 

[SPACE] EXECUTED  : rem  184 
2390  REM[4  spaces] BECAUSE  OF  T 

HE  REM  : rem  4 

2  400  REM [4  SPACES] statements) 

[SPACE) WILL  RELOCATE 

:rem  98 
2410  rem[4  spaces]the  keyboard 

BUFFER  TO         : rem  58 
2420  REM(4  SPACES}THE  CASSETTE 
BUFFER  AND       : rem  118 
2430  REM(4  SPACES]WILL  EXPAND 

[ SPACE }THE  KEYBOARD 

: rem  215 
2440  REM J  4  SPACES ) BUFFER  TO  80 
CHARACTERS.       : rem  129 
2450  REM[4  SPACES] IF  YOU  WISH 

( SPACE )T0  HAVE  THE: rem  30 
2460  REM[4  SPACES} keyboard  BUF 

FER  MODIFIED,  : rem  40 
2470  REM(4  SPACES ) REMOVE  THE  R 

EMS  FROM  LINES     : rem  70 

2480  REM(4  SPACES] 2530  THROUGH 

2720,  AND        :rem  103 

2490    REM[4    SPACES) ALSO,     THE    RE 

MS    PRECEEDING  : rem    252 

2500    REM{4    SPACESJTHE    DATA    STA 

TEMENTS    IN  : rem   69 

2510    REM{4    SPACES)LINES    2930    A 

ND    2940.  : rem    197 

2530    REM   DATA    58669,1       : rem    55 
2540    REM    DATA   80: REM (2    SPACES] 

NEW  BUFFER  LENGTH: rem  181 
2560  REM  DATA  58871,2  : rem  54 
2570    REM   DATA   59,3  : rem    153 

25  90    REM    DATA    585  69,2        : rem    61 
2600    REM   DATA    60,3  : rem   139 

2620    REM    DATA    58575,2       : rem    52 
2630    REM   DATA    60,3  :rem    142 

2650    REM    DATA    58805,2        : rem    51 
2660    REM   DATA    60,3  : rem    14  5 

2680    REM    DATA    58813,2        : rem    53 
2690    REM    DATA    60,3  : rem    148 

2710    REM    DATA    58810,2       : rem    44 
2720    REM    DATA   61,3  : rem    143 

2750    REH[4    SPACESJSCREEN    LOCK- 
UP  FIX.  : rem   130 
2770    DATA    58769,9  : rem   98 
2780    DATA   228,201,240,3,76,237 

,230,96,234  : rem   233 

2800    DATA    58748,21  ; rem    131 

2810    DATA    32,240,233,169,39,23 

2,180,217  :rem    130 

2320    DATA    48,6,24,105,40,232,1 

6,246,133  :rem    121 

2830    DATA    213,76,36,234 

: rem   112 


December  19B5     COMPUTEl      107 


2860  REM(4  SPACES] THE  ERASE  KE 

Y .  : rem  28 

2880  DATA  60220,3  : rem  69 
2890  DATA  32,194,228  : rem  228 
2910  DATA  58562,16  : rem  131 
2920  DATA  201,169,208,8,169,29 

,157,119,2,2  3  2, 169,20,157 

,119,2,96  :rem  103 
2930  REM  DATA  58562, 16: rem  105 
2940  REM  DATA  201,169,208,8,16 

9,29,157,60,3,232,169,20, 

157,60,3,96  :rem  229 
2970  REM{4  SPACES )THE  FOLLOWIN 

G  PATCH  CAUSES  : rem  124 
2980  REM{4  SPACESJTHE  SHIFTED 

[ SPACE )£  KEY  TO  t rem  135 
2990  REM(4  spaces} auto  REPEAT. 

: rem  224 
3010  DATA  60157,6  : rem  67 
3020  DATA  32,183,228,234,234,2 

34  : rem  3  5 

3040  DATA  58551,11  : rem  119 
3050  DATA  201,41,240,6,201,20, 

240,2,201,32,96  : rem  130 
3080  REM(4  SPACESJTHE  CHANGE  O 

F  THE  COLD  : rem  206 
3090  REM[4  spaces JSTART  AND  WA 

RM  START  srem  214 

3100  REM{4  SPACES) routine. 

: rem  252 
3120  DATA  64932,1  : rem  74 
3130  DATA  229  srem  126 

3160  REMC4  SPACES iTHE  NEW  STAR 

TUP  MESSAGE.  : rem  223 
3180  DATA  58483,56  srem  137 
3190  DATA  147,13,32,32,32,32,4 

2,3  2,82,69,36,73,83,69,68 

,32  srem   56 

3200   DATA  82,65,77,45,82,69,83 

,7  3,68,69,78,84,32,75,69, 

82  :reit\   47 

3210    DATA    78,65,76,32,42,13,13 

,32,67,79,77,77,79,63,79, 

82  :ren    36 

3220    DATA   69,32,54,52,32,32,0, 

0  : rem  227 

3250  REM[4  SPACES] this  CHANGE 

{ SPACE JALLOHS  THE  : rem  63 
3260  REM[4  SPACES )SHIFT  KEY  TO 
INHIBIT  I  rem  192 

3270  REM{4  SPACES ) SCROLL I NG . 

:rem  139 
3290  DATA  59723,11  : rem  128 
3300  DATA  173,141,2,201,1,240, 

240,160  :trem  254 

3310  DATA  0,132,198  : rem  161 
3330  DATA  59710,4  : rem  73 
3340  DATA  141,2,201,1  : rem  244 
3354  REM[4  SPACES ] FIX  ASCII  NU 

LL  STRING  :rem  21 

3356  DATA  46991,1       j rem  85 

3357  DATA  5  : rem  33 
3370  REME4  SPACESJTHE  END  OF  U 

ATA  MARKER        : rem  213 

3390  DATA  99999  : rem  6 

342  0  REM  (4  SPACES  ]THE  FOLLOV;iN 
G  CODE  READS      : rem  201 

3430  REM (4  SPACES ]THE  DATA  STA 
TEMENTS  AND       srem  132 

3440  REMl4  SPACES] POKES  THE  DA 
TA  INTO  THE        srem  71 

3450  REM{4  SPACESJKERNAL  RAM. 

srem  123 

3470  READ  A0:IF  A0=»99999  THEN 
{SPACE] POKE  2  5  3,253: SYS  4 
9194 :SYS  64738 :REM  COLDST 
ART.  :rem  50 

3480  READ  NsFOR  I=A0  TO  A0+N-1 
:READ  A%5POKE  I,A%:NEXT  I 
:GOTO  3470  : rem  63 


Apple  ProDOS 
Disk  Menu 


K.  ^ylichoel  ^arker 


Here's  a  fast  method  of  loading  and 
running  programs  at  the  touch  of  a 
key.  The  program  requires  an  Apple 
lie  or  He  with  the  ProDOS  operating 
system. 


How  many  times  have  you  found 
yourself  wishing  for  an  easier  way 
to  load  and  run  programs?  The  pro- 
cess of  calling  up  a  disk  catalog, 
looking  for  the  desired  pathname, 
then  typing  (or  mistyping)  it  can  be 
a  frustrating  experience — especial- 
ly if  the  pathname  is  something 
cryptic  like  FNINPT.BA0.2.  Per- 
haps a  better  alternative  is  to  select 
the  program  from  a  menu  taken 
from  the  disk  directory. 

That's  exactly  what  you  can  do 
with  "ProDOS  Disk  Menu."  To  use 
it,  create  a  startup  disk  by  saving 
both  ProDOS  and  BASIC. SYSTEM 
on  a  disk.  Then  save  Disk  Menu 
with  the  filename  STARTUP, 

When  you  boot  this  disk,  a 
menu  containing  the  first  16  pro- 
grams in  the  directory  appears  on 
the  40-column  screen.  If  more  than 
16  programs  are  on  the  disk,  press  P 
to  view  the  next  page.  Pressing  P  on 
the  last  page  returns  you  to  the  first 
page.  (Disk  Menu  accepts  both  up- 
percase and  lowercase  commands.) 

If  you  don't  find  the  program 
you  want,  press  C.  A  screen  prompt 
asks  you  to  switch  disks,  then  Disk 
Menu  reruns  itself. 

To  select  a  program,  press  the 
up/down  arrow  keys  to  position 
the   cursor  over  the  desired   file- 


name, then  press  RETURN.  A  screen 
prompt  offers  three  choices:  (R)UN, 
(L)OAD,  OR  (U)NDO.  If  you  made 
a  mistake  and  selected  the  wrong 
program,  press  U  to  return  to  the 
menu. 

Loading  Multiple  Programs 

There  are  three  ways  to  exit  Disk 
Menu:  run  any  program,  load  a 
BASIC  program,  or  press  Q  to  quit. 
Notice  that  loading  a  machine  lan- 
guage program  does  not  exit  Disk 
Menu.  Therefore,  if  you  have  a 
B.ASIC  program  that  utilizes  several 
ML  subroutines,  you  could  load  the 
ML  routines  into  memory  one  after 
the  other,  then  exit  DISK  MENU  by 
running  the  BASIC  program. 

The  programming  techniques 
used  in  Disk  Menu  are  quite  simple. 
The  program  retrieves  the  volume 
name  from  the  disk  and  opens  the 
volume  directory.  It  reads  the  direc- 
tory into  an  array,  skipping  all  non- 
program  files  (except  the  type 
mentioned  below).  Then,  depend- 
ing on  the  current  page,  the  pro- 
gram reads  the  filenames  into  the 
page  array  for  display  and 
selection. 

A  few  parts  of  the  program 
may  need  some  explanation.  For 
example,  line  325  skips  past  the 
first  few  records  on  the  volume  di- 
rectory, which  do  not  contain  infor- 
mation essential  to  the  menu. 

Disk  Menu  does  not  list  any 
file  types  other  than  BASIC  and 
binary  files  (.BA5  and  .BIN).  Al- 
though data  is  sometimes  stored  in 
binary  files,  it  is  usuallv  considered 


108     COMPUTEl      December  1 985 


good  practice  to  store  data  and  pro- 
grams on  separate  disks. 

When  writing  Disk  Menu,  I 
was  tempted  to  make  it  include  files 
contained  in  subdirectories,  but  re- 
frained because  in  mv  experience 
such  files  are  usually  chained  to 
other  programs,  and  would  there- 
fore only  clutter  up  the  menu. 
However,  if  you  use  subdirectories 
differently,  the  necessary  alter- 
ations should  be  fairly  simple. 

Apple  ProDOS  Disk  Menu 

For  instructions  on  entering  this  listing,  please 
refer  to  "COK/PUTEI's  Guide  to  Typing  In 
Programs"  publistied  bimonthly  in  compute!. 

51  10  D«  =  CHRS  (4) 

53  12  L  =  1 

E2  20  PiS(20)  =  "":A*(21J  =  "PRES 
S  <RETURN>  TO  ACCEPT  CHOIC 
E":A$(22)  =  '"Q'-QUIT":fi$( 
23)  =  "'P'-PAGINftTE  'C'-G 
ET  NEXT  CfiTALOG" 

»    100  HOME 

54  110  INVERSE  :  PRINT  "   D  I  S 

K    MENU":  NORMAL 
34  200  REM  GET  VOLUME  LABEL 
81  210  PRINT  D*;  "PREFIX/" 
3«  220  PRINT  D«;  "PREFIX" 
15  230  INPUT  VLS 
F7  240  PRINT  Dt 
24  250  VTAB  2:  PRINT  VLS:  REM  DI 

SPLAY  VOLUME  NAME 
EE  300  REM  GET  DIRECTORY 
C?  310  PRINT  D$;  "aPEN";VL»;  ",TDI 

R" 
5?  320  PRINT  D$;  "READ";  VL« 
31  325  INPUT  Z*:  INPUT  ZS:  INPUT 

Z$ 
CC  330  INPUT  L4(L) 
5'  335  CHS  =  MID*  <LS(L),ia,3) 
4E  340  IF  LSiL)  =  ""  THEN  360 
Ffl  345  IF  CHt  <  >  "BAS"  AND  CHS 

<  >  "BIN"  THEN  330 
Sfl  350  L  °  L  +  1:  GOTO  330 
BF  360  PRINT  D$;  "CLOSE" 
72  370  MAX  =  L  -  1 

75  400  PAGE  =  0 

F4  410  BDBUB  2000:  REM  LOAD  PAGE 
INTO  ARRAY 

52  420  GOSUB  3000:  REM  PRINT  ARR 

AY 
FF  430  GOSUB  4000:  REM  ACCEPT  IN 

PUT 
?!  440  GOTO  5000:  REM  RUN/LOAD 
B6  2000  REM   INITIALIZE  ARRAY 
6B  2010  FOR  I  =  4  TO  19:  AS  ( H  = 

■"•:  HTAB  5:  VTAB  I:  PRIN 

T  5PC(  16) :  NEXT 
27  2020  REM    LOAD  PAGE  INTO  ARR 

AY 
64  2030  N  =  PAGE  t  16:  PAGE  =  PAG 

E  +  1 
2(  2040  IF  (MAX  -  N)  >  =  16  THEN 
LIM  =  16:  IF  (MAX  -  N) 

=  16  THEN  PAGE  =  0 
*D  2043  IF  (MAX  -  N)  <  16  THEN  L 

IM  =  MAX  -  N:PAGE  =  0 
A5  2047  A  =  4 
Al  2050  FOR  I  =  (N  +  1)  TO  (N  + 

LIM) 
DB  2060  AS  (A)  =  L4CI) 
4B  2070  A  =  A  +  1:  NEXT 
F:  20B0  RETURN 
41!  3000  REM  PRINT  ARRAY 
it   3020  FDR  I  =  4  TO  19 

76  3030  HTAB  5:  VTAB  I 

11   3040  PRINT  MIDS  (AS<I),2,16) 


J7  3050  NEXT 

C!  3060  FOR  I  =  21  TO  23:  VTAB  I 

:  PRINT  AS(I) :  NEXT 
41  3062  CR  =  4:  INVERSE  :  VTAB  C 

R:  HTAB  5:  PRINT  MIDS  (A 

«(CR),2,16):  NORMAL 
61    3065  VTAB  CR:  HTAB  4 
EF  3070  RETURN 
a   4000  REM  ACCEPT  INPUT 
53  4010  GET  CS 
3C  4020  IF  C»  <  >  CHRS  (10)  AND 

CS  <  >  CHRS  (11)  AND  C« 

<  >  CHRS  (13)  AND  CS  <  > 
"Q"  AND  C*  <  >  "C"  AND 

CS  <  >  "q"  AND  CS  <  >  "c 
"  AND  CS  <  >  "P"  AND  CS 

<  >  "p"  THEN  4010 

as  4030  IF  CS  <  >  CHRS  (10)  AND 

CS  <  >  CHR*  (11)  THEN  45 

00 
n   4040  REM  MOVE  CHOICE 
50  4050  VTAB  CR:  HTAB  5:  NORMAL 

:  PRINT  MIDS  (A«(CR),2,1 

6) 
EF  4060  ON  A5C  (CS)  -  9  GOSUB  41 

00,4200 
BF  4070  INVERSE  :  VTAB  CR:  HTAB 

5:  PRINT  MIDS  :AS(CR),2, 

16):  NORMAL 
fi7  4075  VTAB  CR:  HTAB  4 
74  4080  GOTO  4010 
Di  4100  REM  DOWN 

Bfl  4110  IF  CR  =  19  THEN  CR  =  3 
13  4120  IF  CR  <  >  19  THEN  CR  =  C 

R  +  1 
n   4130  RETURN 
77  4200  REM  UP 

60  4210  IF  CR  =  4  THEN  CR  =  20 
CD  4220  IF  CR  <  >  4  THEN  CR  =  CR 

-  1 
E4  4230  RETURN 


B2  4500  IF  CS  =  "Q"  OR  CS  =  "q" 

THEN  HOME  :  END 
2E  4510  IF  CS  =  "P"  OB  CS  -  "p" 

THEN  PGP  :  GOTO  410 
BD  4520  IF  CS  =  CHRS  (13)  THEN  R 

ETURN  :  REM   LOAD/RUN  SU 

BROTINE 
n   4530  REM  Ct  MUST  BE  C  OR  c  SO 

CONTINUE 
EC  4540  HOME  :  INPUT  "INSERT  NEW 
DISK  THEN  PRESS  <RETURN 

>"; ANSS 
7F  4550  POP  :  GOTO  10 
21  S000  REM  RUN/LOAD 
»   5002  FILES  =  MIDS  (AS<CR),2, 1 

6): TYPES  =  MIDS  (AS(CR), 

IB, 3) 
E«  5010  HTAB  5:  VTAB  3 
62  5020  PRINT  "  f  R)  UN,  (L)  OAD,  OR 

(U)NDO"!  HTAB  28:  VTAB  3 
51  5030  BET  ES 

55  5040  IF  ES  <  >  "R"  AND  ES  <  > 
"L"  AND  ES  <  >  "1"  AND 

ES  <  >  "r"  ANTJ  ES  <  >  "U 

"  AND  ES  <  >  "u"  THEN  50 

30 
Dft  5045  HTAB  5:  VTAB  3:  PRINT  " 

51  5047  IF  ES  =  "U"  OR  ES  =  "u" 

THEN  PAGE  =  0:  GOTO  410 
7F  5050  IF  ES  =  "L"  OR  ES  =  "1" 

THEN  5100 
?E  5060  HOME  :  PRINT  DS;"-";FILE 

S 
17  5070  NEW 
E(  5100  IF  TYPES  -  "BAS"  THEN  HO 

ME  :  PRINT  DS j "LOAD" j FIL 

ES 
44  5110  IF  TYPES  =  "BIN"  THEN  PR 

INT  D»;"BLOAD"jFILE$ 
D9  5120  GOTO  420  © 


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Atari 
Fine  Scrolling 


Karl  E.  Wiegers 

Unlock  the  secrets  of  fine-scrolling 
screen  displays  with  this  step-bif-step 
tutorial,  complete  with  example  pro- 
grams. Recommended  for  intermedi- 
ate BASIC  and  machine  language 
programmers.  The  techniques  work 
on  all  Atari  400/800,  XL,  and  XE 
computers. 


An  especially  powerful  graphics 
feature  of  Atari  computers  is  their 
ability  to  scroll  all  or  part  of  a  screen 
display.  Both  text  and  graphics 
screens  can  be  scrolled  horizontal- 
ly, vertically,  or  diagonally  by  vari- 
ous increments.  Scrolling  is  seen  in 
such  diverse  applications  as  racing 
games,  in  which  the  moving  road- 
way lends  apparent  motion  to  the 
stationary  cars,  and  in  strategic  war 
games,  in  which  players  can  manip- 
ulate the  screen  as  a  "window" 
over  a  much  larger  map. 

There  are  two  general  types  of 
scrolling:  coarse  scrolling  and  fine 
scrolling.  Coarse  scrolling  moves 
the  screen  in  increments  of  eight 
pixels  (the  size  of  one  character); 
fine  scrolling  moves  the  screen  in 
increments  of  one  pixel  and  is  much 
more  realistic.  Earlier  articles  have 
addressed  the  rudiments  of  coarse 
scrolling  (see  "Fun  with  Scrolling" 
by  David  Plotkin  in  COMPUTEl's 
Second  Book  of  Atari).  As  we'll  see  in 
a  moment,  fine  scrolling  is  actually 
a  combination  of  coarse  and  fine 
scrolling.  Since  these  techniques  re- 
quire machine  language  to  work 
properly,  we'll  present  a  vertical 
blank  interrupt  routine  you  can  add 


to  your  BASIC  programs  to  obtain 
the  smooth,  continuous  scrolling 
effect  seen  in  many  Atari  games. 

Coarse  Scrolling 

Let's  review  some  details  about 
how  Atari  computers  display  infor- 
mation on  the  video  screen.  A  spe- 
cial microprocessor  chip  called 
ANTIC  governs  the  display  pro- 
cess. ANTIC  gets  its  instructions 
from  a  short  program  in  memory 
called  the  display  list.  The  display 
list  tells  ANTIC  what  kind  of 
graphics  mode  to  use  for  each  dis- 
play line,  how  many  lines  to  show, 
where  in  RAM  to  find  the  data  to  be 
dispUyed,  and  other  information. 
The  -jtarhng  RAM  location  of  the 
display  list  can  be  found  using  this 
formula: 
DL  =  FEEK(560)  +  256*FEEK(561) 

Ordinarily,  the  block  of  RAM 
containing  screen  display  data  is 
defined  when  -a  GRAPHICS  state- 
ment is  executed  in  BASIC.  The  first 
byte  of  screen  memory — which  is 
displayed  in  the  upper-left  corner 
of  the  screen — is  identified  by  the 
fifth  and  sixth  bytes  in  the  display 
list  in  the  usual  low-byte,  high-byte 
format: 

MEMST  =  PEEK(DL-)-4)-t- 256*  PEEK 
(DL  +  5) 

An  elegant  feature  of  the  Atari 
operating  system  is  that  the  section 
of  RAM  to  be  displayed  on  the 
screen  can  be  altered  simply  by 
changing  the  values  in  DL-i-4  and 
DL-l-5,  the  pointers  to  screen  RAM. 
For  example,  consider  a  graphics 
mode  2  display,  with  20  characters 


or  bytes  of  RAM  per  line.  If  we  add 
20  to  the  screen  RAM  pointers,  the 
twenty-first  byte  of  the  original 
block  of  screen  RAM  would  appear 
in  the  upper-left  corner  of  the 
screen.  This  causes  every  part  of  the 
display  to  jump  up  by  one  mode 
line:  a  vertical  coarse  scroll.  Con- 
versely, subtracting  20  from  the 
screen  RAM  pointers  scrolls  the  dis- 
play downward  by  one  mode  line 
in  graphics  mode  2. 

Program  1  is  a  simple  vertical 
coarse-scrolling  routine  written  in 
BASIC  for  graphics  mode  0.  (Type 
this  listing  with  the  line  numbers 
shown;  we'll  be  adding  to  it  later.) 
In  line  150,  the  starting  byte  of 
screen  RAM  is  incremented  by  40 
to  generate  each  step  of  the  scroll. 
Then  the  starting  location  is  fac- 
tored into  its  corresponding  high- 
and  low-byte  values  (lines  160 — 
170),  which  are  inserted  into  the 
display  list  (lines  180—190). 
Coarse  scrolling  can  only  change 
the  position  of  display  information 
in  relatively  large  jumps,  equal  to 
the  height  of  a  character  in  what- 
ever graphics  mode  is  being  used.  It 
yields  a  jerky,  rough  appearance 
when  scrolling  a  screenful  of  data. 

These  same  principles  apply  to 
the  concept  of  horizontal  scrolling. 
However,  horizontal  scrolling  is  a 
bit  more  complex  because  it  in- 
volves fooling  the  computer  into 
thinking  that  each  mode  line  is  wider 
than  the  usual  screen  display.  To 
make  things  easier,  we'll  stick  to 
vertical  scrolling. 

Mixed  Scrolling 

The  secret  to  fine  scrolling,  as  men- 
tioned above,  is  to  mix  coarse  and 
fine  scrolling.  Atari  computers  were 
designed  to  allow  vertical  fine 
scrolling  in  increments  of  one  video 
scan  line  (there  are  192  in  a  normal 
full-screen  display).  In  graphics 
mode  0,  which  has  eight  scan  lines 
per  mode  line,  the  fine  scrolling 
capability  thus  permits  seven  incre- 
ments of  vertical  movement  be- 
tween mode  lines.  To  scroll  a 
display  by  more  than  just  one  mode 
line,  your  program  must  execute 
seven  fine  scrolls,  then  one  coarse 
scroll.  The  final  coarse  scroll,  in  ef- 
fect, appears  onscreen  as  the  eighth 
fine  scroll. 

All  of  this  requires  two  basic 
steps.  First,  the  program  must  in- 


110     COMPUTII     Decermber  1965 


form  ANTIC  which  mode  lines  in 
the  display  are  enabled  for  fine 
scrolling.  Second,  the  progrant  must 
store  into  an  appropriate  hardware 
register  an  integer  representing  the 
number  of  scan  lines  to  scroll. 

The  first  step,  enabling  the  de- 
sired mode  lines  for  scrolling,  takes 
us  back  to  the  display  list.  We've 
already  seen  how  to  find  the  dis- 
play list  in  RAM  and  how  to  alter 
the  bytes  pointing  to  the  start  of 
screen  memory.  Most  of  the  other 
instructions  in  the  display  list  iden- 
tify the  kind  of  graphics  mode  line 
to  display,  (For  a  more  detailed  dis- 
cussion of  display  lists,  see  Craig 
Chamberlain's  article  "How  to  De- 
sign Custom  Graphics  Modes"  in 
COMPUTEI's  First  Book  of  Atari 
Graphics.)  To  enable  a  mode  line  for 
vertical  fine  scrolling,  you  must  set 
bit  5  of  its  display  list  instruction. 
This  is  equivalent  to  adding  32  to 
the  contents  of  the  byte,  and  it  must 
be  done  for  each  mode  line  you 
want  to  scroll.  If  you  like,  you  can 
define  several  blocks  of  scrollable 
lines.  Mode  lines  which  don't  have 
bit  5  set  can  be  coarse-scrolled,  but 
not  fine-scrolled. 

The  second  step,  telling  AN- 
TIC how  many  scan  lines  to  scroll, 
requires  a  simple  POKE  into  a  regis- 
ter caUed  VSCROL  at  location  54277 
(hex  $D405).  VSCROL  affects  all 
lines  which  have  been  enabled  for 
vertical  fine  scrolling.  For  instance, 
the  statement  POKE  54277,4  shifts 
the  display  in  each  enabled  mode 
line  upward  by  four  scan  lines.  No- 
tice that  you  can  POKE  only  posi- 
tive integers  into  VSCROL  (or  into 
any  other  byte,  for  that  matter).  In 
effect,  this  means  you  can  scroll  the 
display  upward  but  not  downward. 
To  simulate  downward  scrolling, 
you  must  start  with  the  display 
scrolled  fully  upward  (store  a  7  in 
VSCROL  for  graphics  modes  0  or  1, 
or  15  for  mode  2,  and  so  on),  then 
POKE  a  smaller  number  into 
VSCROL  to  move  the  contents  of 
each  mode  line  downward  by  one 
or  more  scan  lines. 

Here,  then,  is  the  procedure  for 
a  complete  mixed-scrolling  routine: 

1.  Fine  scroll  a  number  of  scan 
lines  which  is  one  less  than  the 
pixel  height  of  the  graphics  mode. 

2.  Reset  VSCROL  to  the  start- 
ing value  (0  if  scrolling  up,  the  max- 


imum value  if  scrolling  down). 

3.  Coarse  scroll  by  one  mode 
line. 

4.  Repeat  the  procedure. 

A  Fine  Example 

To  add  vertical  fine  scrolling  to  our 
previous  example  of  coarse  scroll- 
ing, merge  the  lines  in  Program  2 
with  those  in  Program  1.  After  run- 
ning the  program,  you  must  press 
SYSTEM  RESET  to  restore  the  orig- 
inal display  list. 

Notice  that  the  bottom  of  the 
screen  moves  up  slightly  after  run- 
ning this  program.  Because  of  the 
way  that  ANTIC  works,  a  block  of 
mode  lines  enabled  for  fine  scroll- 
ing results  in  a  loss  of  one  mode  line 
of  display  area.  This  shortens  the 
screen  display. 

To  make  this  program  scroll 
downward  rather  than  upward, 
change  the  following  lines: 

80  POSITION  2,5 
110  FOR  S  =  7  TO  0  STEP  -1 
ISO  MEMST  =  MEMST-40 
200  POKE  54277,7 

As  the  display  scrolls  down- 
ward, you'll  see  the  display  list  it- 
self come  into  view,  since  it's 
normally  found  immediately  before 
the  start  of  screen  memory.  The 
display  list  appears  mostly  as  a 
string  of  uppercase  Bs,  That's  be- 
cause the  internal  character  code 
for  an  uppercase  B  is  34,  the  same 
as  the  display  list  instruction  for  a 
graphics  0  line  enabled  for  vertical 
fine  scrolling.  You'll  also  see  the 
fifth  (and  occasionally  sixth)  char- 
acter in  the  display  list  change  with 
each  coarse  scroll.  These  are  the 
pointers  to  screen  memory  we  dis- 
cussed earlier. 

To  see  a  scrolling  demo  in 
graphics  mode  1  instead  of  graphics 
0,  press  SYSTEM  RESET,  type 
NEW,  reload  Program  1,  and  once 
again  add  the  lines  in  Program  2. 
Then  substitute  these  lines: 

10  GRAPHICS  H-16 

60POKEDL  +  6  +  X,38 

90  PRINT  #6;"MODE  ONE  DEMO" 

150  MEMST  =  MEMST  +  20 

220  GOTO  220 

Now  to  convert  it  for  graphics 
mode  2,  press  RESET  and  make 
these  changes: 

10  GRAPHICS  2-1-16 

50  FOR  X  =  0TO9 

60  POKE  DL  +  6  +  X,39 

80  POSITION  2,11 

90  PRINT  #6;"MODE  TWO  DEMO" 


100  FOR  D  =  l  T0  9 
110  FOR  S  =  0TO15 

Scrolting  Behind  The 
Scenes 

As  you  run  these  demos,  you'll  no- 
tice that  they  still  suffer  from  some 
unsightly  flickers  and  jumps,  even 
though  they're  clearly  a  big  im- 
provement over  simple  coarse 
scrolling.  The  problem  is  that 
BASIC  can't  POKE  the  display  list 
and  scroll  registers  fast  enough  to 
synchronize  with  the  TV  or  moni- 
tor's electron  beam  which  is  dis- 
playing the  video  image.  To 
achieve  smooth,  flicker-free  scroll- 
ing, your  program  must  change  all 
the  registers  during  the  split-second 
when  the  beam  is  displaying  noth- 
ing on  the  screen.  This  vertical 
blank  interval  happens  60  times  a 
second  when  the  beam  returns 
from  the  bottom  to  the  top  of  the 
screen  to  sweep  another  video 
"frame."  Since  BASIC  isn't  nearly 
fast  enough  for  this  job,  a  machine 
language  routine  is  required. 

Program  3  is  a  BASIC  loader 
which  incorporates  such  a  routine. 
(Program  4  is  the  source  code  for 
machine  language  programmers; 
don't  type  it  in  unless  you  have  an 
assembler.)  Be  sure  to  save  a  copy 
of  Program  3  before  running  it  for 
the  first  time.  When  you  type  RUN, 
it  stores  the  machine  language  rou- 
tine in  memory  page  6  (starting  at 
location  1536,  hex  $600),  then  sets 
up  a  vertical  blank  interrupt  (VBI),  a 
mechanism  which  calls  the  routine 
during  each  vertical  blank  interval. 
The  program  also  modifies  the  dis- 
play list  as  described  above  and 
initializes  a  few  memory  locations 
(203-206)  for  the  VBI  routine. 

After  the  screen  clears,  you'll 
see  it  fill  with  a  mass  of  apparently 
random  letters,  numbers,  and 
graphics  symbols.  That's  because 
the  program  has  scrolled  the  dis- 
play past  the  end  of  usable  RAM 
and  into  the  BASIC  cartridge  itself. 
The  scrolling  continues  until  you 
press  SYSTEM  RESET. 

An  apparent  limitation  of  a  VBI 
scrolling  routine  is  that  it  can't 
scroll  the  display  faster  than  60 
times  a  second,  because  it's  called 
only  60  times  a  second.  If  you  want 
to  scroll  faster,  you  can  scroll  more 
than  one  scan  line  at  a  time — al- 
though it  won't  appear  as  smooth. 


December  1965     COMPUTE)      111 


There's  also  a   way  to  scroll 

more  slowly.  This  routine  uses  a 
counter  at  location  203  to  control 
the  scroll  rate.  It  checks  to  see  how 
many  vertical  blank  intervals  have 
passed  since  the  last  fine  scroll, 
then  compares  the  result  against  a 
preset  limit  to  see  if  it's  time  for 
another  fine  scroll.  To  make  the 
routine  wait  for  more  than  one  ver- 
tical blank  interval  between  fine 
scrolls,  change  the  1  in  line  60  of 
Program  3  to  a  higher  number. 

The  comments  in  Program  4 
tell  machine  language  program- 
mers how  to  modify  this  VBl  rou- 
tine to  work  in  other  graphics 
modes. 

Program  5  is  a  BASIC  loader 
for  a  downward-scrolling  VBI  rou- 
tine. It's  not  a  stand-alone  pro- 
gram— it  must  be  combined  with 
certain  lines  in  Program  3  as  de- 
scribed in  the  REM  statements. 
(Program  6  is  the  source  code  for 
Program  5  so  machine  language 
programmers  can  study  the  tech- 
nique. Again,  don't  type  in  Pro- 
gram 6  unless  you  have  an 
assembler.) 

So  far  we've  seen  simple  demos 
of  the  Atari's  scrolling  capabilities, 
Now  let's  use  them  for  something 
fun. 

Empire  State  Building 

Scrolling  is  most  often  used  in  pro- 
grams that  have  a  larger  display 
than  can  be  shown  on  a  single 
screen.  By  scrolling  across  parts  of 
the  display  data,  you  can  use  the 
screen  as  a  window  onto  other  sec- 
tions of  RAM.  Consider,  for  ex- 
ample, that  a  graphics  mode  2 
screen  has  12  lines  of  20  bytes  each, 
or  only  240  bytes  of  information. 
That  leaves  enough  memory  in  the 
computer  to  create  a  display  con- 
taining thousands  of  bytes  of 
data — maybe  a  dozen  or  more 
screens.  This  is  the  technique  seen 
in  such  classic  Atari  games  as  Cav- 
erns of  Mars  and  Eastern  Front  1941. 
Let's  try  a  simple  example. 
Program  7  shows  the  Empire  State 
Building  as  it  might  appear  to  a 
parachutist  leaping  out  of  a  helicop- 
ter over  Manhattan.  The  building  is 
composed  of  redefined  graphics 
mode  2  characters.  It  took  1200 
bytes  of  RAM  to  store  the  building 
and  background,  which  are  conve- 
niently located  in  a  character  string 


called  ESB$,  The  beauty  of  this  ap- 
proach to  allocating  memory  is  that 
your  program  can  easily  find  the 
first  byte  of  ESB$  with  BASIC'S 
string  ADR  function.  Then  it  can 
use  this  address  as  the  upper-left 
corner  of  the  screen  by  modifying 
the  screen  display  pointers  in  the 
mode  2  display  list.  The  1200  bytes 
of  ESB$  amount  to  five  screens  of 
graphics  mode  2  data. 

The  VBl  routine  used  in  the 
Empire  State  Building  example  is 
slightly  different  from  that  in  Pro- 
gram 4.  First,  it  had  to  be  modified 
for  graphics  mode  2.  Second,  it  has 
a  counter  which  is  incremented 
after  each  coarse  scroll.  When  the 
counter  reaches  a  preset  value  (cor- 
responding to  street  level  in  this 
case),  the  scrolling  stops.  You  can 
change  the  48  in  line  150  of  Pro- 
gram 7  to  stop  the  scrolling  at  some 
other  point.  Press  SYSTEM  RESET 
each  time  before  running  this  pro- 
gram to  keep  the  redefined  charac- 
ters from  getting  messed  up. 

Just  The  Beginning 

These  examples  illustrate  the  pow- 
er of  the  graphics  scrolling  ability  of 
Atari  computers,  but  they're  just  a 
start.  We  don't  have  room  in  this 
article  to  cover  extensions  of  these 
techniques,  such  as  horizontal  fine 
scrolling;  diagonal  scrolling;  joy- 
stick-controlled scrolling;  and  al- 
tered perspective  scrolling,  in 
which  cleverly  designed  character 
sets  are  combined  with  scrolling 
routines  to  create  effecdve  three- 
dimensional  effects.  With  the  ideas 
presented  here,  you  can  probe 
some  of  these  techniques  on  your 
own. 

For  instructions  on  entering  these  listings, 
please  refer  to  "COMPUTEI's  Guide  1o  Typing 
In  Progranns"  publistied  bimonthly  in  COMPUTE!. 

Program  1 :  Coarse  Scrolling 
Demo 


DC  10  SRAPHI 
PH  20     DL  =  PEE 

561) : R 

lay  1  i 
PN30     MEMST  = 

E  E  K  (  D  L 
scree 
i:3B£l  POSIT  I 
ID  90     PRINT 

OF  COA 
NP   100     FOR     D 

P     ^° 
5     1  in 
L9  130     FDR     D 
T     DLA 


C5 
K  ( 
EM 
St 
RE 
+  5 
n 

ON 
"T 
RS 
1 
sc 
es 
LA 
Y 


5t0} +256tPEEK ( 
Star  t     af     d  i  sp 

EK  (DL  +  4)  ^-256*P 
) : REM  Start  of 
meiTiDry 

2,15 
HIS  IS  A  DEMO 
e  5CRDLLINE" 

TO     15:REM     Lao 
r  Ql  1      t  hrougti      1 

¥=1  TO  100:NEX 
REM  Del  ay     1 oap 


GO  1S0  MEMST=>f1Ef1BT  +  40 
Kl  160  HI  =  INT  (MEMST/256)  :  REM 
New  high  byte  -for  sc 

reen  memory  in  displa 

y  list 
nj  170  LD  =  MEMST-HI«256:  REM  N 

ew  law  byte 
HD  190  POKE  DL  +  4,  LP 
H5  190  POKE  DL  +  5,  HI 
B3  210  NEXT  D 

Program  2:  Fine  Scrolling 
Demo 

(Merge  these  lines  with  Program  1.) 

1:40  REM  Enable  vertical  fi 
ne  scroll  on  all  mode 
lines  except  first  and 

1  ast 
FOR  X=0  TD  21 
POKE  DL+6+X,34 
NEXT  X 

PRINT  "THIS  IS  A  DEMO 
OF  FINE  SCRDLLINB" 
FDR  S=0  TO  7:REM  Fine 

scroll  7  times 
POKE  54277, S 
FOR  DLAY=1  TD  20:NEXT 
DLAY 
CH  140  NEXT  B 

BH  200  POKE  54277,0:  REM  Rese 
t  vertical  fine  scrol 
1  r  eg  i  s t er 


BH  5  0 
JB  6  0 
PO  70 
NI  90 

JL  110 

ir.  120 

Ll  130 


Program  3:  VBl  Routine 
BASIC  Loader 


10  G 
20  R 

r 
30  R 

1 

r 
40  F 

0 
50  D 

1 
60  D 

70  D 

B0     D 

1 

90  D 

100 

1  10 


120 

130 
140 

150 
160 

170 

180 

190 
200 
210 
220 


Lf;  230 


RAPH 

EM  R 

out  i 

EM  1 

i  ne 

ol  1 

DR  X 

KE  1 

ATA 

69,  7 

ATA 

203, 

ATA 

169, 

ATA 

69,  0 

ATA 

4,  11 

DATA 

205, 

REM 

St  i 

scro 

s 

DL  =  P 

(561 

POKE 

FOR 

+  6  +  X 

P05I 

PRIN 

TH  V 

PRIN 

T  " 

REM 

les 

POKE 

POKE 

POKE 

REM 

ne; 

T  ta 

A  =  U5 


ICS 
ead 
ne 

nqre 
60  t 
rate 
=  1  T 
535  + 
104, 
,76, 
230, 
20B, 
165, 
0,13 
7,  19 
,  141 
204, 
3,  20 
7,2 
145, 
Modi 
or  V 
1  1  i  n 


data  for  VBI 


ase  the 

0      si  <3M 

Q  63:RE 
X , A: NEX 
160, 10, 
92, 228 
203, 169 
42, 230, 
204, 141 
3, 2  03, 1 

7. 204. 1 
,5,212, 
169,40, 

5. 145. 2 
00, 169, 
205, 76, 
f  y  d  i  sp 
er t  i  c  al 
g  on  a  1 


1  i  n 
the  sc 

AD  A:  P 
T  X 
162,6, 

, 1, 197 
204 

,5,212 
69 

76,25, 
133 

160, 4, 
05, 144 
0, 113, 
9B, 22B 
lay  1  i 

fine 
1  line 


EEK  1560  J  +256IPEEK 
) 

DL+3, 9a 
X=0  TO  2  1: POKE  DL 
,34:NEXT  X 
TIDN  2,20 
T  "FINE  SCROLL  WI 
ERTICAL" 
T  "BLANK  INTERRUP 

Initialize  variab 
f  or  VBI  rout  i  ne 
203, 0: POKE  204, 0 
205, PEEK (560) 
206, PEEK (561) 
Turn  an  VBI  routi 
press  SYSTEM  RESE 

make  it  stop 
R  (  1536) 


112     COMPUTE!     December  1985 


Program  4:  VBI  Routine 
Source  Code 

(An  assembler  is  required  to  enter 
this  listing.) 

10  ; VBI  rout i  ne 

20  ;fDr  combined  fine  and 

codrse  scrolling 
30  ;in  graphics  node  0. 
40  ; 

50  jChange  the  1  in  line 
1B0  to  scroll  slower. 
60  ;Change  the  7  in  line 
2i0  to  the  number  of  s 
can  1 i  nes 
70  jper  mode  line  minus  1 

for  other  graphics  mo 
des. 
80  {Change  the  40  in  line 

320  to  the  number  of 
90  ;bytes  per  mode  line  f 
or  other  graphics  mode 
s 
0100  ; 
0110   (=£0600        ;Load 

into  page  6. 
0120   PLft  jRemov 

e  argument  count. 
0130   LDY  #10        ;These 

4  statements  set  up 
0140   LOX  #6  ;a  def 

erred  vertical  blank 
0150   LDfl  #7         sinter 

rupt  -  use  LDfl  %b     for 
0160   JMP  SE45C      ;an  in 

medi  ate  VBI. 
0170    INC  «CB         ;«CB  i 

s  counter  for  number 

of 
01B0   LDfl  #1         ;VB  cy 

cles  before  next  scro 

1  1  . 
0190   CMP  «CB         ; I f  no 

t  up  to  desired  inter 

val 
0200   BNE  EXIT       ;then 

exit  VBI 
0210   INC  *CC  ;$CC  i 

a  counter  far  number 
0220   LDfl  »CC         ;of  fi 

ne  scr ol Is. 
0230   STfl  «D405      ; Store 
in  vertical  fine  scr 

oil  reg  i  ster . 
0240   LDA  #0         ;re5et 

VB  counter 
0250   STA  «CB 
0260   LDA  #7  ;Have 

Me  done  7  fine 

0270   CMP  sec        ;scrol 

Is  yet? 
0280   BCS  EXIT       ;Na,  e 

X  it  VBI . 
0290   LDfl  #0  jYes, 

0300   ST(=i  «D405      jreset 
vertical  scroll  regi 

st er  , 
0310   STA  «CC        ;reset 

scroll  counter, 
0320   LDfl  #40        jand  c 

oar se  scroll  by 
0330   LDY  #4         jaddin 

g  40  to  low  byte 
0340   CLC  ;of  sc 

reen  memory  pointer. 
0350   ADC  («CD) , Y 
0360   STA  <*CD) , Y 
0370   BCC  EXIT       ;Ifca 

rry  not  set  then  exit 
VBI  , 
0380   INV  ;else 

increment  high  byte 


03?0   LDfl  #0  ;of  sc 

reen  memory  pointer. 
0400   ADC  («CD> , Y 
0410   STA   (»CD) , Y 
0420  EXIT  JMP  4E462 

Program  5:  Downward  VBI 
BASIC  Loader 

(Combine  with  Program  3.) 

REM  This  loads  a  VBI  r 

ou  L  i  ne 

REM  for  downward  fine 

scr ol ling 

REM  into  page  6  (1536, 

«600) . 
REM  Call  it  with  fl=USR 
t 1536) . 

REM  Initialize  locatio 
ns  203-205  as  in  Progr 
am  3  before  running, 
REM  but  execute  POKE  2 
04,7  instead. 
REM  Don't  forget  to  mo 
dify  display  list  for 
REM  fine  scrolling  bef 
ore  using  this  routine 

FDR  X=l  TO  65:REftD  A:P 
DKE  1535+X, Aj NEXT  X 
DATA  104,160,10,162,6, 
169, 7, 76, 92, 228, 23  0, 20 
3,  169,  1 ,  197,203,20B 
0  DATfl  44,165,204,201,2 

55, 240, 8, 141 ,5,212,19 

8, 204, 76, 58, 6,  169,7,  1 

33 
0  DATA  204,141,5,212,16 

0, 4, 56, 177, 205, 2  33, 4  0 

,145, 205, 176, B, 200, 17 

7 
0  DATA  205,56,233,1,145 

, 205, 169,0, 133,203,76 

,98,228 


DI   10 

ec  2  0 

fll  30 

CH  35 

NF  40 

«F  50 

PE60 

OP  7  0 

LC80 

LF  90 

EE  10 


K   1  1 


CP  12 


Program  6:  Downward  VBI 
Source  Code 

(An  assembler  is  required  to  enter 
this  listing.) 

J0  iVBI  routine 

2*  ifqr  downward  fine  scr 

ol  i  ing. 
30  I 
40    «=«0600  ! Loa 

d    into    page    sin 
50       PUA  !  F?em 

ove  (urgument  count 
60   LDY  #10  I  Set 

UJJ  deferred  VBI 
70   LDX  #6 
80   LDfl  #7 
90   JMP  »E45C 
0100    INC  »CP         I Inc 

rement  VB  counter 
0110    LDA  #1  |Cha 

nge  the  1  to  scroll  s 

1  ower 
0120    CMP  •CB         iTim 

•  to  fine  Bcroll  yet? 
0130   BNE  EXIT         (No, 

exit  VBI 
0140   LDA  «CC  iVes 

,  see  if  time  for  coa 

rme  •crol 1 
0150  CMP  #255 
0160   BEQ  COARSE       j Yes 

,  go  to  coarse  scroll 
routi  ne 
0170   STA  «D405        ; No , 
then  fine  scr ol  1 


01B0   DEC  «CC  {Dec 

rement  fine  scroll  co 

unter 
0190   JMP  INCREMENT   j Ex i 

t  via  VB  counter 
0200  CDAR5E  LDA  #7    ; Coa 

rse  scroll  routine 
0210   STA  *CC  ;Res 

et  fine  scroll  counte 

r 
0220   STA  SD405         ;Res 

et  fine  scroll  regist 

er 
0230   LDY  #4  jGet 

low  byte  of  screen  m 

emory  pointer 
0240   SEC 
0250   LDA  («CD> , Y 
0260   SBC  #40 

tract  40  from  it 
0270   STA  (»CD) , y 
0280   BCS  INCREMENT 

t  via  VB  counter 

ss 
0290   INY 

need  to  get  the  high 
byte 
0300   LDA  (»CD> , Y 
0310   SEC 
0320   SBC  #1  ;and 

subtract  1  from  it 
0330   STA  (*CD) , Y 

0340  INCREMENT  LDA  #0  ; Re 

set  VB  counter 
0350   STA  »CB 
0360  EXIT  JMP  «E462   ;Exi 

t  from  VBI 


Program  7:  Empire  State 
Building  Demo 


;  Sub 

;Exi 

un  1  e 

;  you 


U  30 


LD  40 


J6  50 


HA  60 


m  70 


LD80 


FF  90 


K  100 

PJ  1  10 

NA  120 

FP  130 

NH  140 

KI  1S0 


NE   160 


CH  170 


m  180 


REM  R 
rede 
in  QR 
POKE 
HBASE 
GRAPH 
:  REM 
splay 
SETCO 
een  f 

9 

SETCO 
e  for 
SETCO 

low  f 
REM  E 
pi  ay 
ter  f 

DWS 

DIM 
A*" 
1  -A» 
ESB* 

SB* 

REM 

POR 

POKE 

DATA 

,  169 

207, 

,  203 

DATfl 

30,  2 

212, 

DATA 

7,  16 

,204 

60,4 

DATA 

144, 

0S,  1 


e serve  memory  for 
fined  characters 
.  2 

106, PEEK ( 106! -2: C 
=2S6»PEEK (106) 
ICS  ia:POKE  559,0 
Turn  off  video  di 

LOR  0, 12,8: REM  Br 
or  top  of  buildin 

LOR  1,B,6:REM  Blu 

sky 
LOR  3,1,8: REM  Yel 
or  wi  ndows 
SB*  is  screen  dis 
RAM,  A*  is  charac 
or  wall  with  wind 

A* (16) ,ESB« (1200) 
""  : A* ( 16) =A*: ft*  (2 

SB* ( 1200) =E 

) -ESB* 
ut  i  ne 

71: READ  fl: 
X , A: NEXT  X 
60, 10, 162, 6 
92, 228, 165, 

, 240, 52, 230 


""A": E 
ESB* (2 
VBI  ro 
X  =  l  TO 

1535  + 

104,1 
,7,76, 
201, 4B 
, 169,2 

197,2 

:04,  165 

169, 0, 

15,  19 
9,0, 14 
, 230, 2 
,24 

113,2 
7, 200, 
45,205 


03, 208, 44, 2 
, 204, 141,5, 
133,203, 169 
7, 204, 176, 2 
1 , 5,212, 133 
07, 169, 20, 1 

05, 145, 205, 
169,0,113,2 
, 76, 98, 228 


December  1985    COMPUTEl     113 


EH  190 

AB  200 

U  210 

OC  220 
HH  230 

CB240 
M.  250 
1X260 
LP  270 
FH  2B0 
OS  290 

HO  300 

PC  310 
IS  320 


REM 

ct»r 

POKE 

REM 

arac 

FOR 

SET: 

FOR 

QKE 

,  A:N 

DATA 

3,25 

DATA 

2,25 

DATA 

,63, 

DATA 

,6B, 

DATA 

55,  2 

REM 

t>  B 

fin 

FOR 

20 
ESB« 

X 
FOR 

20 


Tu 
s 
7 

R 

t 

X 

RE 

J 

CH 

EX 

1 
5, 

2 
2, 

3 
63 

4 
0 

3 
55 
Cr 
ui 
d 
X- 


rn 
■  t 
56, 

»a 

r» 
1  T 
M  A 

0  T 
BAS 
T  J 
.25 
255 
,25 
252 
,63 
,  63 
,0, 


un    new  chara 

CHBASE/256 

redefined  ch 

0  5: READ  OFF 

,B,C,D 

0  7:READ  A:P 

E+B»DFFSET+J 

:NEXT  X 

5,253,255,25 

,255,255 

2, 252,252,25 

, 252,252 

, 63, 63,63,63 

6S, 6B, 0, 0, 66 


5, 255,255,255,2 

,  255, 255,255 

eate  Empire  Sta 

Iding  with  rede 

characters 

230  TO  270  STEP 


(X, X+1>»"BC" jNEXT 
X-290  TO  330  STEP 


LF  330  ESB»(X,  X  +  1)-"»«":NEXT 

X 
JD  340  FOR  X-349  TD  429  STEP 

20 
IJ  350  ESB«  <X,  X  +  3) -A*  (  13)  :  NE 

XT  X 
J1360  FDR  X-44a  TO  5SB  STEP 

20 
EL  37  0  ESB»  (X,  X  +  S>  "A«  (  11  )  s  NE 

XT  X 
JL  3B0  FOR  X-606  TO  9B6  STEP 

20 
C6  390  ESe«  (X  ,  X+9)  =A«  (7)  :NEX 

T  X 
OC  400  FOR  X-1003  TD  1103  ST 

EP  20 
nE410  ESBS  (X,  X  +  15)oA«:NEXT 

X 
OF  420  REM  These  are  suppose 

d  to  be  doors 
UK  430  ESB»(1  166,  1  166)  =  "[r":E 

SB*  (  1  170,  1  170)  -"[I":ES 

B%  (  1  174,  1  174)  ""rr" 
NK  440  REM  Set  up  BR.  2+16  d 

Isplay  list  -for  verti 

cal  fine  scrolling 
HL  450  DL  =  PEEK(S60) +25fi«PEEK 

[561  ) 


m  460 

POKE  DL+3, 103 

P6  470 

FDR  X=DL+6  TD  DL+15:P 

QKE  X,39:NEXT  X 

LH  480 

REM  Start  display  RAM 

at  beginning  of  EBB* 

JJ  490 

HI=lNT(ADRCESB*)/256) 

BI  500 

LO=ADR(ESB«) -256 «H I 

JE5  10 

POKE  DL*4,LD:PDKE  DI.+ 

5, HI 

GO  520 

REM  Initialize  variab 

les  for  VBI 

Ht  530 

POKE  203,0: POKE  204,0 

: POKE  207,0 

]n  540 

POKE  205, PEEK(560) 

JP  550 

POKE  206, PEEK<561 ) 

tt  560 

F?EM  Turn  video  displa 

y  back  on 

HB570 

POKE  559,34 

JI5S0 

REM  Start  VBI  going; 

it  Mill  stop  automati 

cally 

D6  590 

fl=USR( 1536) 

61  600 

REM  Thia  is    needed  to 

keep  BR.  2  display  o 

n  the  screen 

£li  610 

GOTO  610               @ 

Commodore 
Program  Chaining 


Orlando  Lee  Stevenson 

Take  advantage  of  Commodore's 
automatic  chaining  feature  to  link 
two  or  more  BASIC  programs  together. 
The  method  illustrated  here  applies  to 
all  Commodore  computers. 


Program  chaining  is  a  method  of 
linking  separate  programs  together, 
making  them  run,  in  effect,  as  one 
large  program.  Why  would  you 
need  to  chain?  Some  BASIC  pro- 
grams simply  grow  too  large  to  fit 
into  memory:  Chaining  lets  you 
break  them  into  two  or  more  pro- 
gram modules  that  work  together 
as  one.  This  method  also  lets  you 
interconnect  an  entire  group  of  pro- 
grams, moving  from  one  to  another 
whenever  you  like. 


LOAD  In  Program  Mode 

Let's  say  you  have  two  programs 
you  want  to  chain  together.  The 
solution  can  be  as  simple  as  placing 
LOAD  "PROGRAM  NAME", 8 
(disk)  or  LOAD  "PROGRAM 
NAME"  (tape)  in  place  of  an  END 
statement.  In  Commodore  BASIC,  a 
LOAD  command  executed  as  part 
of  a  program  automatically  loads 
and  runs  the  specified  program.  If 
the  programs  are  completely  unre- 
lated, nothing  more  needs  to  be 
done. 

However,  if  the  programs  are 
related,  you'll  probably  want  to 
pass  variable  values  from  one  to  the 
other  as  well — a  procedure  that  re- 
quires some  care.  On  all  Commo- 
dore computers  except  the  128, 
variables  and  arrays  are  stored  in 
memory  immediately  following  the 
end  of  BASIC  program  text.  Since 
different  programs  are  of  different 


lengths,  the  actual  location  of  vari- 
ables depends  on  the  length  of  the 
program.  The  computer  uses  two- 
byte  address  pointers  to  keep  track 
of  where  everything  is  stored,  and 
updates  the  pointers  as  needed 
while  the  program  runs.  When  you 
perform  LOAD  in  program  mode, 
the  computer  does  not  reset  the 
pointers  for  variables,  arrays,  and 
strings.  Thus,  after  it  loads  a  second 
program,  the  computer  still  knows 
how  to  find  and  use  all  of  the  first 
program's  variables. 

The  success  of  this  procedure 
depends  on  the  relative  length  of 
the  chained  programs.  If  the  first 
program  is  longer  than  the  second, 
all  is  well:  When  the  second  pro- 
gram loads  in,  its  shorter  program 
text  doesn't  extend  as  far  as  the  area 
where  variables  are  stored.  (Re- 
member, the  first  program's  vari- 
ables are  still  located  in  the  same 


IM     COMPUTEI     December  1985 


place).  However,  if  the  first  pro- 
gram is  shorter  than  the  second,  you 
have  trouble.  When  the  second  pro- 
gram loads,  its  longer  text  over- 
writes the  variables.  Though  the 
pointers  still  point  to  the  right  area, 
the  variable  data  which  used  to  be 
there  has  been  replaced  with  pro- 
gram lines.  Once  that  happens,  the 
variables  are  lost. 

This  is  not  a  problem  with 
BASIC  7.0  on  the  Commodore  128, 
because  it  keeps  variables  in  a  sepa- 
rate 64K  bank  of  memory.  Thus, 
128  programs  can  be  chained  freely 
without  worrying  about  overwrit- 
ing variables,  and  all  the  following 
discussion  about  preserving  vari- 
ables does  not  apply.  However,  you 
should  still  read  the  section  entitled 
"Chain  with  Care,"  And  don't  for- 
get that  variables  will  be  overwrit- 
ten if  you're  running  the  128  in  64 
mode,  just  as  they  would  be  on  a 
64. 

Changing  The  Signposts 

The  easiest  solution  is  to  make  sure 
the  first  program  in  a  chain  is  longer 
than  all  the  rest.  However,  in  many 
cases  the  first  program  in  a  chain  is 
quite  short.  It  may  be  a  menu  pro- 
gram— one  that  simply  lets  you 
choose  among  several  programs  to 
load  and  run. 

Fortunately,  there's  an  answer. 
By  resetting  the  first  program's 
pointers,  you  can  make  it  store  vari- 
ables in  an  area  that  won't  be  dis- 
rupted by  following  programs  in 
the  chain.  Here  are  the  steps  to 
follow  (you  can  use  any  BASIC  pro- 
grams to  practice  this  technique): 

1.  First,  find  the  length  of  every 
program  in  the  chain.  Load  the 
program  and  type  the  appropri- 
ate line  below  in  direct  mode 
(without  a  line  number),  then 
press  RETURN. 

For  the  VIC,  64,  128  in  64  mode, 
PIus/4,  and  16: 
PRINT  PEEK(45)-fPEEK(46)*256 

For  PET/CBM  (Upgrade  and  4.0 
BASIC): 

PRINT  PEEK(42)-I-PEEK(43)'256 
This  number  is  the  location 
where  the  program's  text  ends 
and  its  variable  storage  begins. 
Write  down  the  end-of-text 
number  and  note  which  pro- 
gram it  belongs  to,  then  repeat 
for  every  program  in  the  cham. 


2.  Scan  the  list  of  numbers  to  find 
the  longest  program:  It's  the  one 
with  the  highest  end-of-text 
number.  Now  reload  that  pro- 
gram and  find  the  contents  of 
the  two  addresses  you  PEEKed 
above.  For  the  VIC,  64,  Plus/4, 
or  16,  type  PRINT  PEEK 
(45),PEEK(46)  in  direct  mode; 
substitute  the  proper  addresses 
if  you  are  using  a  PET/CBM. 
Two  numbers  are  printed.  These 
are  the  actual  pointer  values  for 
the  longest  program.  Write  them 
down,  labeling  the  first  number 
LO  and  the  second  HI.  You  now 
know  the  lowest  safe  storage  ad- 
dress for  variables  in  this  chain. 

3.  Reload  the  first  program  in  the 
chain.  Do  not  run  it  or  enter  any 
direct  mode  statements  that 
would  create  variables.  Enter 
the  following  lines,  replacing  LO 
and  HI  with  the  numbers  you  re- 
corded in  step  2.  For  instance,  if 
LO  is  20  and  HI  is  9,  you  would 
type  the  first  line  as  POKE 
45,20:POKE  46,  9  + 1,  Don't  for- 
get to  press  RETURN  after  each 
line. 

For  the  VIC,  64,  Plus/4,  and  16: 

POKE  45,LO:POKE  46,HI-I-1 
POKE  47,LO:POKE  48,HI  +  1 
POKE  49,LO:POKE  50,HI  +  1 

For  PET/CBM  (Upgrade  and  4.0 
BASIC): 

POKE  42,LO:POKE  43,HI  +  1 
POKE  44,LO:POKE  45,HI  +  1 
POKE  46,LO:POKE  47,HI-(-l 

4.  Finally,  resave  this  program.  Do 
not  delete  the  original  version 
(see  explanation  below).  Step  3 
sets  the  first  program's  end-of- 
text  and  variable  pointers  to  an 
address  256  bytes  above  the  end 
of  the  longest  program  (the  extra 
bytes  provide  a  margin  for  er- 
ror). Though  it  artificially  in- 
creases the  length  of  the  first 
program,  this  method  lets  you 
run  the  entire  package  without 
losing  variables. 

Chain  With  Care 

This  method  of  program  chaining 
has  limitations.  User-defined  func- 
tions— created  with  DEF  FN() — 
cannot  be  passed  at  all,  since  their 
definitions  are  stored  in  program 
text,  not  as  variables.  Such  func- 
tions must  be  redefined  in  every 
program  that  uses  them. 


Strings  may  cause  problems  as 
well.  In  the  VIC,  64,  and  PET/CBM 
versions  of  BASIC  dytiamic  strings 
(which  result  from  a  string  opera- 
tion such  as  AS = "HELLO" +  B$) 
are  stored  outside  the  program  text, 
they  can  be  passed  like  other  vari- 
ables. The  same  is  not  true  of  static 
strings.  Like  a  function  definition,  a 
static  string  exists  only  in  a  program 
line  (10  A$  =  "HELLO").  If  you 
need  to  pass  a  static  string,  simply 
add  a  null  string  to  it  (for  instance, 
replace  10  A$  =  "HELLO"  with  10 
A$=  "HELLO" +  "").  The  string 
operation  {  +  )  turns  it  into  a  dy- 
namic string,  storing  it  outside  the 
program.  This  is  not  a  problem  in 
the  128,  PIus/4,  and  16  versions  of 
BASIC,  where  all  strings  are  effec- 
tively dynamic. 

Be  careful  when  editing 
chained  programs.  If  you  lengthen 
a  program,  it  may  become  the  long- 
est one  in  the  chain  and  overwrite 
variables  when  it  loads.  Do  not  edit 
and  resave  a  program  after  break- 
ing out  with  RUN/STOP  (since  the 
pointers  are  set  at  artificially  high 
locations,  the  program's  length  is 
abnormal).  Instead,  reload  the  pro- 
gram to  set  the  pointers  correctly, 
then  make  the  changes  and  save  it 
again.  Whenever  you  edit  any  of 
the  programs  in  the  chain,  you 
should  also  repeat  steps  1-4,  using 
the  original  version  of  the  first  pro- 
gram. It's  critical  that  you  know  the 
true  length  of  this  program,  not  the 
inflated  length  it  was  given  in  steps 
3  and  4. 

There  are  other  ways  to  pass 
variables  while  chaining,  but 
they're  inevitably  cumbersome. 
One  approach  is  to  store  variable 
data  in  a  separate  memory  area 
while  one  program  loads  another. 
For  instance,  say  that  A=10.  Just 
before  the  first  program  loads  the 
second,  it  POKEs  the  value  of  A 
into  a  safe  memory  location  (say, 
49152  for  the  Commodore  64).  The 
first  thing  the  second  program  does 
is  retrieve  A's  value  with  a  state- 
ment like  A  =  PEEK(49152).  Since  a 
single  memory  location  can  hold 
only  a  number  from  0-255,  it  re- 
quires multiple  POKEs  and  PEEKs 
to  pass  larger  numeric  values.  Pass- 
ing arrays,  strings,  or  more  complex 
numbers  (negative  values,  for  in- 
stance) takes  even  more  work  and 
ingenuity.  @ 


December  1965     COMPUTEI      115 


Commodore 
Dynamic  Keyboard 

Part  3 


Jim  Butterfield.  Associate  Editor 


Parts  1  and  2  of  this  series  shoived 
how  the  dynamic  keyboard  tech- 
nique— which  alloios  the  computer  to 
seeminghf  type  on  its  own  keyboard — 
lets  you  do  things  that  would  other- 
wise be  difficult  or  impossible  from 
within  a  progrmn.  Now  loe'U  look  at 
the  trickiest  application  of  this  tech- 
nique— 'writing  a  program  that  changes 
itself  as  it  runs. 


Let's  quickl)'  review  how  the  dy- 
namic keyboard  technique  works. 
First,  the  program  prints  the  desired 
command  at  a  specific  screen  loca- 
tion. Then  a  RETURN  character  is 
placed  in  the  keyboard  buffer.  Fi- 
nally, the  program  stops  with  the 
cursor  flashing  over  the  screen 
command.  The  RETURN  in  the 
keyboard  buffer  causes  the  operat- 
ing system  to  read  the  command  on 
the  screen  and  carry  it  out,  just  as  if 
you  pressed  the  RETURN  key. 
Using  the  same  principle,  we  can 
put  several  commands  on  the 
screen  and  make  the  program  exe- 
cute them  all. 

The  following  table  shows  the 
location  of  the  keyboard  buffer 
counter  and  the  start  of  the  key- 
board buffer  on  most  Commodore 
computers: 

Counter    Buffer 


VlC-20,  Commodore  64 

198 

631 

Commodore  16,  Plus/4 

239 

1319 

PET/CBM  (Upgrade 

and  4,0  BASIC) 

158 

623 

Original  ROM  PETs 

525 

527 

B128  (Model  700) 

209 

929 

For  a  single-line  command, 
POKE  a  value  of  1  into  the  counter 
and  a  value  of  13  (RETURN)  into 
the  buffer.  To  execute  more  than 
one  screen  line  of  commands,  use  a 
higher  count  and  more  RETURN 
characters.  On  the  B128  computer, 
it's  wise  to  execute  a  BANK  15  com- 
mand before  the  POKEs, 

Self-Editing  Programs 

The  usual  way  to  change  a  program 
is  to  type  in  a  new  line  and  press 
RETURN.  The  line  is  either  added 
to  the  program  or  it  replaces  an 
existing  line  with  the  same  line 
number.  A  program  can  do  this, 
too,  using  the  dynamic  keyboard 
technique.  But  there's  a  hitch. 
Whenever  you  enter  a  program 
line,  the  computer  performs  a  CLR 
command,  which  closes  all  open 
files  and  dears  the  contents  of  all 
variables  and  arrays.  This  can  be 
annoying,  since  it's  hard  for  a  pro- 
gram to  continue  running  after  its 
variables  are  gone.  But  with  some 
careful  programming,  you  can  still 
make  things  work. 

The  solution  is  to  identify  your 
key  variables,  make  the  program 
change  itself,  then  reinstate  the 
variables  with  the  dynamic  key- 
board technique.  In  effect,  the  vari- 
ables are  temporarily  stored  on  the 
screen  and  put  back  in  the  program 
by  the  equivalent  of  a  direct  com- 
mand. Tricky?  Crude?  Whatever 
your  opinion  of  this  method,  the 
point  is  that  it  works.  There  are 


other  ways  to  do  the  job,  but  you 
usually  want  to  get  it  done  in  the 
most  direct  way  possible. 

You  might  be  wondering  why 
you'd  ever  need  to  design  a  pro- 
gram that  modifies  itself,  anyway. 
Here's  an  example.  Suppose  you 
have  something  in  a  special  part  of 
memory — a  machine  language  pro- 
gram, a  screen  picture,  or  a  data 
table.  Whatever  it  is,  you  want  to 
take  the  information  and  build  it 
into  a  series  of  DATA  statements  so 
it  can  be  reconstituted  by  a  BASIC 
program  when  needed.  Perhaps 
you'd  like  to  publish  a  small  ma- 
chine language  program  in  a  news- 
letter or  magazine,  and  want 
readers  to  be  able  to  type  it  in  as 
DATA  statements  rather  than  the 
more  complex  hexadecimal  code. 
How  to  do  it? 

First,  let's  write  some  data  into 
memory  so  that  you'll  have  some- 
thing to  convert  to  DATA  state- 
ments. Here's  a  quick  program  to 
put  a  series  of  prime  numbers  into 
memory  locations  828  to  881: 

100    POKE    S28, 2  srem    192 

110    POKE    829, 3  irem   195 

120   H=3  :rem   81 

130    FOR   A=830    TO    881        : rem    216 
140    N=N+2  :rem   203 

150    FOR   M=3    TO    SQR(N)+.l     STEP2 

;rem   106 
160   T=N/M  :rem   242 

170    IF    T=INT(T)    GOTO    140 

srem   22 
180    NEXT    M  :rem   37 

190   PRINT   N;  ireni   176 

200    POKE   A,N  jrem    124 

210    NEXT   A  :rein    19 


116     COMPUTEI     December  1985 


That's  not  the  most  efficient 
prime  number  generator,  but  it 
does  put  the  numbers  into  memory. 
The  last  number  should  be  251. 
Now,  suppose  you  want  these  val- 
ues in  DATA  statements  so  that  a 
different  program  will  be  able  to 
POKE  them  back  at  the  start  of  the 
run. 

Frenzied  Activity 

Type  NEW  to  make  space  for  the 
new  program.  The  following  pro- 
gram is  written  for  the  Commodore 
64.  If  you're  using  another  com- 
puter, refer  to  the  table  above  to 
find  the  right  POKE  values  for  lines 
75  and  80. 


10  L=100:A=a30 

15  PRIt^T  CHR$(].47) 

20  PRINT 

25  PRINT 

30  PRINT  L;"DATA"; 

35  D5=STR$(PEEK(A) } 

40  IF  N>0  THEN  D$= " 

2) 
45  PRINT  DS; 
50  A=A+l:!:J=N+l  :IF  N 

82  GOTO  35 
55  PRINT 
60  PRINT  "L=";L+10; 

65  PRINT  "-.GOTO    i5" 
70  PRINT  CHR5C19) 
75  POKE  1 96,1: IF  A< 

KE  .198,2 
80  POKE  631,13:POKE 

85  END 


:rera  206 

:rem  225 

:rem  239 

:rem  244 

: rem  1 6 

: rem  50 

,"+MID5(D$, 

:rem  51 

: rem  1 53 

<10  AND  A<8 

:rem  54 

:rem  247 

":A=",-A; 

:rem  193 

:rem  21 

:rem  176 

882  THEN  PC 

srem  224 

632,13 

:reni  35 
:rem  68 


Be  sure  to  type  the  semicolon 
at  the  ends  of  lines  30,  45,  and  60, 
and  note  that  some  of  the  strings 
printed  in  lines  60  and  65  start  with 
a  colon  character.  When  you  RUN 
the  program,  you'll  see  a  frenzy  of 
activity  on  the  screen  for  a  few  mo- 
ments. Then  the  action  stops  with 
the  cursor  over  a  line  which  says 
L  =  160:A  =  882:GOTO  15.  Don't 
execute  this  line.  Instead,  move  the 
cursor  down,  type  LIST,  and  press 
RETURN.  You'll  find  that  the  pro- 
gram contains  six  new  lines  of 
DATA  statements. 

Start  the  new  DATA  lines  at 
line  number  100  (variable  L).  Since 
the  data  maker  program  ends  at  a 
lower  line  number,  there's  no  dan- 
ger of  replacing  existing  lines  with 
new  ones.  Never  increase  the  line 
number  directly,  Instead,  print  a 
higher  value  onto  the  screen.  When 
the  dynamic  keyboard  reinstates 
the  variable,  it's  ten  higher  than 
before.  There's  no  need  to  set  vari- 
able N  back  to  zero.  The  CLR 
caused  by  changing  the  program 


effectively  clears  all  variables  to 
zero. 

After  the  DATA  lines  have 
been  created — you've  generated 
only  a  few — -you  might  want  to  get 
rid  of  the  program  that  made  them. 
You  could  do  this  manually  by 
clearing  the  screen  and  giving  the 
direct  command: 

FOR  J  =  10  TO  85  STEP  5:FRINT  J: 
NEXT  J 

This  prints  the  line  numbers  on 
a  blank  screen.  You  could  then 
move  the  cursor  back  and  strike 
RETURN  16  times,  eliminating  the 
lines.  It  would  take  a  little  ingenu- 
ity, but  you  could  even  cause  the 
program  to  wipe  itself  out  using  the 
dynamic  keyboard.  (Hint:  Crunch 
the  program  into  less  than  ten 
lines— then  stuff  the  keyboard 
buffer  with  the  same  number  of 
RETURN  characters.) 

Convert  ASCII  To  BASIC 

Occasionally,  you  might  have  a  se- 
quential file  on  disk  or  tape  that 
contains  a  program,  You'd  like  to 
run  this  program,  but  LOAD  can't 
handle  a  sequential  file.  Dynamic 
keyboard  lets  you  bring  the  file  into 
memory  and  convert  it  to  a  regular 
program  file.  How  could  this  need 
arise?  There  are  several  possibili- 
ties. First,  the  program  might  have 
been  transmitted  over  a  communi- 
cations link.  It's  possible  to  down- 
load a  program  in  a  form  that's 
ready  to  run,  but  it's  common  to 
transmit  a  program  in  ASCII 
form — as  ASCII  characters  only, 
rather  than  the  usual  mixture  of 
ASCII  and  BASIC  tokens.  Now, 
however,  you  must  change  the  list- 
ing back  into  a  working  program. 

Here's  another  way  it  might 
happen.  You  want  to  transfer  a  pro- 
gram between  two  slightly  incom- 
patible computers.  Perhaps  you 
have  a  PET  program  that  you'd  like 
to  use  on  a  Plus/4,  or  vice  versa. 
You  ma\'  be  surprised  to  find  that 
the  SCRATCH  command  used  in  a 
PET  program  doesn't  load  correctly 
on  a  Plus/4.  Knowing  the  technical 
reason  for  this  (the  computers  use 
different  tokens  for  some  com- 
mands) doesn't  help  solve  the  prob- 
lem. Since  ASCII  listings  contain  no 
tokens,  you'll  find  that  they  trans- 
port more  easily  than  ordinary 
programs. 

Another  possibility  is  that  you 
want  to  merge  two  programs  into 


one.  The  dynamic  keyboard  offers 
one  way  to  do  this.  Note  that  we're 
breaking  down  the  distinction  be- 
tween data  and  programs — as  per- 
sonified by  sequential  and  program 
files,  respectively.  This  opens  the 
door  to  such  things  as  program- 
analyzing  programs  and  program- 
writing  programs. 

Change  A  Program  To  A 

File 

Let's  start  by  writing  a  simple  pro- 
gram. Anything  will  do,  but  let's 
use  the  following: 

100  FOR  J  =  l  TO  10 
no  PRINT  J,SQR(J) 
120  NEXT  J 

Remember  to  type  NEW  before 
entering  this  program.  Now  store  it 
as  a  sequential  file: 
OPEN  1,8,6,  "0:PROGFILE,S,W":CMD 
1:LIST 

After  you  press  RETURN,  the 
disk  drive  operates  briefly,  then  the 
cursor  returns.  Now  type: 
PRINT#l:CLOSE  1 

It  is  venj  important  to  close  the  file 
in  exactly  this  manner. 

The  program  is  now  stored  as 
an  ASCII  listing  in  a  sequential  file 
named  PROGFILE.  If  displayed  on 
the  screen,  it  would  look  almost  like 
the  original  program.  But  it  consists 
of  nothing  but  ASCII  characters. 
Thus,  the  first  line  contains  the 
characters  1-0-0  (the  line  number), 
then  a  space,  then  the  letters  F-O-R, 
and  so  on.  This  is  quite  different 
from  the  tokenized  form  in  which 
programs  are  usually  stored. 

This  file  has  a  few  oddities 
caused  by  the  way  in  which  it  was 
stored.  Unlike  most  data  files,  it 
begins  with  two  RETURN  charac- 
ters. And  it  ends  with  the  word 
READY  (after  all,  when  you  LIST  a 
program  to  the  screen,  it  always 
ends  with  the  word  READY).  None 
of  this  is  critical,  but  if  you  plan  to 
do  advanced  ^vork  with  such  a  file, 
keep  these  things  in  mind. 

Keep  The  File  Open 

However,  there's  another  problem 
to  consider.  Every  time  you  enter  a 
new  line  with  the  dynamic  key- 
board, CLR  closes  the  file  you're 
using.  You've  learned  how  to  re- 
create variables,  but  how  do  you 
reinstate  the  file?  You  can  use  the 
following  fact:  The  file  isn't  really 
closed,   it's   just   "disconnected." 


December  19S6     COMPUTEl      117 


CLR  signals  that  no  files  are  open 
simply  by  putting  the  value  zero  in 
the  computer's  number-of-open-files 
counter.  If  this  is  the  only  file  you're 
handling,  you  can  reconnect  it  by 
POKEing  a  1  into  the  counter.  The 
counter  is  found  at  one  of  the  fol- 
lowing locations,  depending  on 
your  machine: 

File  Counter 

VIC-20,  Commodore  64  152 

Commodore  16,  Plus/'l  151 
PET/CBM  (Upgrade 

and  4.0  BASIC)  174 

Original  ROM  PETs  610 

B128  (Model  700)  864 

Let's  write  a  program  to  bring 
in  this  file.  You  know  in  advance 
that  the  line  numbers  start  at  100, 
so  you  can  safely  put  the  loader 
program  at  lower  numbers.  If  that 
isn't  true  for  other  situations,  vou 


might  try  renumbering  the  program 
with  very  high  line  numbers  (above 
60000,  for  instance). 

Again,  the  following  example 
runs  on  the  VlC-20  and  Commo- 
dore 64.  Change  the  POKEs  in  lines 
50,  65,  and  70  to  suit  your  machine. 
Be  sure  to  include  the  semicolon  at 
the  end  of  line  40. 


10  OPENl ,8,8, "PROGFILE" 
15  PRINT  CHR5(}47)  : 
20  PRINT  : 

25  PRINT  : 

30  GET#1 ,X?:X=ASG(X$)  : 
35  IFX>47  AND  X<58  THEN 

40  IF  F=l  THEN  PRINT  X? ; 

45  IF  xol  3  GOTO  30 
50  IF  ST=0  THEN  PRINT 
2,1: GOTO  1 5 " 

55  if  st<>0  then  print 

{space}] " 
60  print  chr$(19) 


:rem  34 
rem  225 
rem  239 
rem  244 
rem  ] 78 

F=l 
rem  175 

:rem  26 

:rem  202 

'POKE  15 

:  r  e  m  5 

"CLOSE 
irem  241 
:  rem  5  75 


65  POKE  198,2  :rem  154 

70  POKE  631,13:POKE  632,13 

: rem  84 
75  END  :rem  67 

When  you  run  this  program,  it 
loads  and  merges  the  sequential 
ASCII  listing.  Typing  14  lines  in 
order  to  add  three  more  may  seem 
inefficient.  But  the  principle  works 
on  programs  of  any  size. 

It's  been  a  long  voyage.  If 
you've  stayed  with  it,  you  can  prob- 
ably see  how  the  dynamic  key- 
board technique  expands  what  you 
can  do  with  the  computer,  Though 
it  requires  care,  it  also  creates  new 
possibilities.  "Dynamic  keyboard" 
is  not  just  a  buzzword,  although 
you  may  add  it  proudly  to  your 
vocabulary.  It's  a  new  resource.  © 


Advanced 
Commodore  128 

Video 


Jim  Butterfield.  Associate  Editor 


Here's  how  to  relocate  screen  memory 
and  set  up  a  custom  cliaracter  set  on 
the  Commodore  128 — two  valuable 
techniques  worth  masteriug  on  any 
computer.  When  you  run  the  example 
program,  be  ready  for  a  surprise.  For 
intermediate  and  advanced  BASIC 
programmers. 


You  can  do  a  lot  of  graphics  on  the 
Commodore  128  with  an  elemen- 
tary knowledge  of  the  new  BASIC: 
circles,  squares,  lines,  and  points 
appear  by  means  of  simple  BASIC 
commands.  But  advanced  program- 
mers may  still  need  to  get  into  the 
mechanics  of  video.  Here's  a  simple 


exercise  for  128-mode  40-column 
screens  that  will  give  a  little  insight 
into  the  "works." 

The  question  often  arises:  How 
can  1  implement  a  new  character 
set?  Some  people  want  to  design 
their  own  personalized  codes  or 
graphics  symbols  for  the  screen; 
others  are  interested  in  foreign  lan- 
guages. In  40  columns,  the  8564 
video  chip  is  practically  identical  to 
the  6567  of  the  Commodore  64. 
With  a  few  new  rules,  we  can  put 
the  chip's  features  to  work  in  the 
same  way. 

Because  the  Commodore  128 
makes  it  easy,  I'll  be  including  some 
hexadecimal  addresses  in  the  fol- 


lowing listing.  If  vou'd  rather  use 
decimal  numbers,  the  computer 
will  do  quick  conversions  for  you, 
and  you  can  make  the  substitutions 
in  the  program. 

Changing  Addresses 

Let's  build  the  program  step  by  step 
and  note  points  of  interest. 

100  POKE  58,DEC("C0") 
110  CLR 

I'm  planning  to  put  the  screen 
and  its  new  character  set  into  mem- 
ory bank  1,  at  addresses  SCOOO  to 
$CBFF— character  set  at  SCOOO, 
screen  at  $C800,  (By  the  way,  if 
you'd  rather  use  the  decimal  value 
192  instead  of  DEC("CO"),  be  my 


lia     COMPUTE!     December  1985 


guest.  I  prefer  CO  because  it's  easier 
to  visualize  it  as  part  of  the  full 
address  $C000.  Be  sure  to  type  a 
zero  and  not  the  letter  O  or  you'll 
get  an  error.)  Bank  1  is  where 
BASIC  puts  its  variables;  we 
wouldn't  want  these  to  get  mixed 
up  with  our  screen.  So  we  cut  down 
the  top-of-variable-memory  point- 
er to  $C0OO.  There's  really  no  dan- 
ger of  a  memory  conflict  with  this 
small  program,  but  we  might  as 
well  do  it  right. 

The  CLR  command  makes  sure 
the  other  variable  pointers  don't  get 
mixed  up  by  this  change. 

120  TRAP  500 

This  command  may  be  unfa- 
miliar to  many  Commodore  pro- 
grammers. It  sets  up  an  error  trap  so 
that  if  anything  goes  wrong  in  the 
following  code,  the  computer  hops 
to  line  500,  which  will  restore  the 
screen.  This  saves  us  from  the  hor- 
rible prospect  of  watching  the  pro- 
gram stop  with  a  syntax  error  while 
the  screen  is  still  scrambled  and 
unreadable.  The  TRAP  command 
gives  us  another  bonus:  If  the  com- 
puter freezes — or  is  just  too  slow — 
we  can  press  STOP,  and  the  pro- 
gram zips  to  line  500  and  wraps 
things  up. 

130  BANK  15 

We're  about  to  fiddle  with  the 
insides  of  computer  chips  (regis- 
ters), so  this  command  calls  for 
memory  bank  15  to  make  the  chips 
accessible.  This  assures  that  the 
next  few  POKEs  will  be  directed  to 
the  right  place. 
140  POKE  DECrDD00"),148 

Except  for  the  decimal  number 
conversion  ($DDOO  =  56576),  this 
POKE  is  identical  to  the  way  it's 
done  on  the  Commodore  64.  Brief- 
ly, it  means:  Display  video  out  of 
the  memory  slice  in  the  range 
$COOD  to  $FFFF.  We  haven't  speci- 
fied the  bank  yet,  but  we'll  get 
around  to  it  in  a  moment. 
150  POKE  DEC("0A2C">,32 

We're  still  in  bank  15,  but  this 
address  isn't  a  chip.  The  address 
$0A2C  (decimal  2604)  is  below 
$4000  (16384).  When  we're  using 
bank  15,  all  such  low  addresses  go 
to  RAM,  bank  0.  This  POKE  sets  the 
position  of  the  character  set  and  the 
screen  within  the  video  slice  we've 
selected.  The  calculation  goes  like 


this:  We  want  the  screen  to  be  at 
$C800,  which  is  2K  above  the  start 
of  the  video  slice  at  $C000,  so  mul- 
tiply the  2  by  16  and  add  a  similar 
value  for  the  character  set.  In  this 
case,  the  character  set  is  right  at  the 
start  of  the  slice;  so  we  add  0  to  get  a 
value  of  32. 

On  the  Commodore  64,  we'd 
do  exactly  the  same  calculation,  hut 
we'd  put  the  result  in  address 
$D018  (53272).  In  fact,  that's  the 
same  address  at  which  our  value 
will  end  up  in  the  Commodore  128, 
but  we  must  let  the  computer's  in- 
terrupt routine  deliver  it  there  for 
us.  So  instead  of  POKEing  the  value 
directly  into  $D018,  we  store  it  at 
$0A2C  (2604).  As  part  of  the  com- 
puter's interrupt  procedure,  it  will 
copy  the  contents  of  this  location 
into  $D018. 
160  POKE  DEC("D506"),68 

This  tells  the  computer  to  take 
video  from  bank  1.  If  we  wanted 
video  from  bank  0,  we'd  POKE  a 
value  of  4 — or  just  leave  this  line 
out,  since  that's  the  value  that  will 
be  there  in  any  case. 

170  POKE  217,4 

This  POKE  tells  the  computer 
to  take  its  video  from  RAM,  not 
ROM.  We  don't  need  to  give  this 
one  for  the  addresses  we  have  cho- 
sen, since  there  is  no  conflict.  This 
very  low  address  has  a  special 
banking  rule:  All  addresses  below 
hex  $400  (1024)  go  to  RAM  bank  0, 
regardless  of  the  bank  which  has 
been  specified. 

Relocating  The  Screen 

Now  our  video  is  set  up  and  ready 
to  go.  We'd  better  put  something  on 
the  screen  so  we  can  see  it  working. 
It  seems  sensible  to  copy  our  old 
screen  to  the  new  place;  then  we'll 
copy  the  character  set.  We'll  make  a 
slight  change  so  you  can  see  how  to 
create  a  new  set  of  characters. 

First,  our  screen  must  move 
from  bank  0,  address  $400,  to  bank 
1,  address  $C800.  We  must  move 
the  whole  thousand  characters. 

200  FOR  J  =  0  TO  999 

210  BANK  0:X  =  PEEK(1024+J) 

220  BANK  l:POKE  DEC("C800")+J,X 

230  NEXT  J 

This  moves  screen  memory, 
but  since  the  character  set  is  not  in 
place,  the  result  would  look  rather 
muddy.  We  can  read  the  character 
set  by  selecting  bank  14;  it  is  found 


in  this  bank  at  addresses  SDOOO  to 
$D7FF.  There  are  256  characters 
times  8  bytes  per  character,  which 
means  2,048  bytes  to  move.  Just  as 
we  moved  the  screen  in  the  lines 
above,  we  must  move  the  character 
bytes  one  at  a  time,  flipping  be- 
tween banks  14  and  1. 

We'll  also  change  the  charac- 
ters slightly  as  we  move  them.  This 
allows  us  to  see  that  indeed  we've 
taken  control  of  the  character  set. 

300  FOR  J  =  DEC("C0OO")  TO 

DEC("C7FF")  STEP  8 
310  FOR  K  =  0  TO  7 
320  BANK  14 

330  X  =  PEEK(J-t-4096  +  7-K) 
340  BANK  1 
350POKE  J  +  K,X 
360  NEXT  K 
370  NEXT  ] 

This  puts  the  character  set  in 
place.  When  you  run  the  program 
(after  typing  in  the  additional  lines 
below),  you  should  see  your  origi- 
nal computer  screen — slightly 
changed.  We  could  insert  a  delay 
loop  to  prolong  the  effect,  but  the 
screen  takes  long  enough  to  change 
that  you'll  have  plenty  of  time  to 
see  what  happens. 

Cleaning  Up 

We're  finished — almost.  We  must 
be  neat  and  put  everything  back  the 
way  it  was.  This  also  gives  you  a 
chance  to  see  the  original  values 
that  were  in  the  various  registers 
and  addresses. 

500  BANK  15 

510  POKE  DEC("DD00"),151 
520  POKE  DEC<"0A2C"),20 
530  POKE  DEC("D506"),4 
540  POKE  217,0 

These  lines  restore  the  original 
screen.  A  little  study  should  enable 
you  to  guess  at  what  each  POKE 
does — or  undoes. 

Finally,  we  need  two  last  lines 
to  complete  the  job.  But  there's  an 
important  note:  Do  no!  enter  these 
lines  until  you've  tested  the  pro- 
gram and  found  it  good.  If  your 
program  has  a  problem,  you'll  want 
to  be  able  to  look  at  the  variables 
(by  using  commands  such  as 
PRINT  J)  to  find  out  what  went 
wrong.  These  final  lines  make  it 
impossible  for  you  to  do  so. 

550  POKE  58,DEC("FF") 
560  CLR 

We've  given  back  to  the  com- 
puter its  variable  storage  memory. 
And  the  job  is  complete.  © 


December  1985    COMPUTEI     119 


Apple  Hi-Res 


Mork  Russtnovich 

You  can  easily  dump  high-resolution 
graphics  pictures  onto  a  dot  matrix 
printer  with  this  efficient  machine 
language  utility.  It's  also  an  ideal  ivay 
to  add  a  screen  dump  option  to  your 
own  BASIC  programs.  It  requires  an 
Apple  lie  or  11+  computer  with  at 
least  48K  RAM  and  an  Epson  or  Epson- 
compatible  printer,  as  zvell  as  an  Epson 
or  Epson-compatible  parallel  inter- 
face card  that  connects  to  slot  I.  For 
'both  DOS  3.5  and  ProDOS. 


Have  you  ever  wished  you  could 
print  out  an  image  that  appears  on 
the  hi-res  screen?  This  can  be  useful 
for  inserting  graphs  or  charts  direct- 
ly into  text,  or  just  saving  interest- 
ing pictures  and  mathematical  plots. 
With  the  program  below,  "DUMP," 
vou  can  do  all  these  things  with 
minimal  effort. 

Using  DUMP 

To  get  started,  type  in  Program  1 
using  the  "Apple  MLX"  machine 
language  entry  program  found  else- 
where in  this  issue.  Be  sure  you 
understand  the  instructions  for 
using  MLX  before  you  begin  enter- 
ing the  data  from  Program  1.  The 
required  starting  and  ending  ad- 
dresses for  DUMP  are; 

Starting  address:  9000 
Ending  address:  91 DF 

After  you  finish  typing  in  the  data, 
use  MLX  to  save  it  to  disk  with  the 
name  DUMP.  To  install  DUMP  in 
memorv  for  later  use,  just  type 
BRUN  DUMP.  It  loads  itself  into 
memory,  protects  itself  from  Apple- 
soft by  resetting  HIMEM,   and 


Screen  Dump 


changes  the  ampersand  vector  to 
allow  access  from  Applesoft. 

Program  2  makes  it  easy  to 
catalog  disks,  load  hi-res  pictures, 
view  the  pictures,  and  dump  them 
on  the  printer.  Just  select  the  func- 
tion you  want  from  the  menu. 
When  you  choose  to  print  the  hi-res 
screen,  the  program  asks  you  to 
specify  the  size  of  the  printout. 
There  are  nine  sizes,  ranging  from  a 
small  block  to  a  full  page.  (Owners 


of  Epson  MX-series  printers  should 
note  that  sizes  2,  3,  6,  and  7  will  not 
work  with  their  printers.  These 
sizes  use  codes  available  only  on 
Epson's  newer  FX  and  RX  models.) 
Next  you'll  be  asked  for  a  tab  value. 
This  lets  you  position  the  picture 
exactly  where  you  want  it.  Specify 
the  tab  value  in  pica  characters, 
making  sure  the  value  does  not  ex- 
ceed the  width  of  the  page  minus 
the  width  of  the  picture.  Otherwise, 


Table  of  DUMP  Sizes 


Size 

1 

2 
3 

4 
5 
6 
7 


Widlli 
Pica 

24 
35 
35 
47 
47 


70 
70 


Width 
Elite 

28 

42 

42 

S6 

56 

69 

69 

84 

S4 


Width 
Incti 

2.31 
3.50 

3.50 
4.62 
4.62 
5.75 
5.75 
7.00 
7.00 


Height 
Char 

14 
14 
32 
14 
32 
32 
48 
32 
48 


Height 
Inch 
2.31 
2.31 
5.31 
2.31 
5.31 
5.31 
8.00 
5.31 
8.00 


120     COMPOTEI      December  1985 


the  picture  might  be  cut  off  at  the 

Program  1 :  MLX  Data  For 

:     HTAB    12:     PRINT    "2)     LOAD 
SCREEN" 

edge  of  the  page,  or  wrap  around  to 

DUMP 

Bfl   70   PRINT    :     HTAB    12:     PRINT    "3) 

the  middle.  If  you  enter  a  tab  value 

VIEW    SCREEN":     PRINT    :     HTA 

of  zero,  DUMP  automatically  cen- 

9000: 

A9    4C    BD    F5    03   A9 

18   BD    96 

B    12:     PRINT    "4)     PRINT    5CRE 
EN":     PRINT    :     HTAB    12:     PRIN 

ters  the  picture  on  the  page. 

9008: 
9010: 

F6    03    A9    90    BD    F7 
FF    as    73    A9    OF   B5 

03    A9   9F 
74    60    77 

T    "5)     QUIT" 

To  embed  a  picture  within  the 
text   of  a   document,    you   should 

901B: 
9020: 
902B; 

20    5B    91    20    F8    E6 
F0    07    E0    02    F0    07 
DE    A9    20    D0    02    A9 

E0    01     7A 
20    C9    65 
40    85    F0 

D7   80    VTAB    22:     HTAB    12:     GET    A*: 

IF    A*    =    "1"    THEN    140 
2*   90    IF    A*    =    "2"    THEN    160 

leave  room  for  the  pictures  in  your 

9030: 

E6    20    BE    DE    20    FS 

E6    E0    26 

H    100     IF    A*    =    "3"     THEN    170 

document   by   changing   the   mar- 

903B: 
9040: 

0A    B0    lA    CA    BE    D5 
BE    DE    20    F8    E6    E0 

91     20    B9 
00    D0    97 

7<    110    IF    AS    =    "4"    THEN    200 
18    120    IF    A«    =    "5"    THEN    END 

gins.  For  your  convenience,  the  ac- 

9048: 

06    AC    D5    91     BE    68 

91    BE    C0 

U    130    PRINT    CHR*     (7):     GOTO    80 

companying  table  shows  the  widths 

9050: 

DB   91    4C   58    90    20 

C9    DE    4A 

t«    140    PRINT    :     HOME    :     PRINT    D*"C 

and  heights  of  all  nine  print  sizes. 

9058: 
9060: 

A0    00    B4     F9    84    FA 
84    FB    84    FD    84    FE 

84    EF    03 
84    FF    5C 

ATALOB" 
El    150    PRINT    :     PRINT    "PRESS    ANY 

After  printing  out  your  document, 

906B: 

AC    DS    91    A9     IB    20 

62    91    Dl 

KEY:";:     BET    A«:     GOTO    40 

rewind   the   paper  to   position   the 
print  head  about  one  line  above  the 

9070: 

A9    33    20    62    91     B9 

74    91     48 

DD    160    PRINT     :     VTAB    22:     INPUT    "E 

9078: 
90B0: 

20    62    91    89    7D    91 
91    B9    36    91    BD    D7 

BD    D6    34 
91    B9    6B 

NTER    FILE    NAME:     ";FL*:     PR 
INT    D«"BLOAD"FLt",A*2000" 

space  you  left  for  the  picture.  Then 

9088: 

8F    91    SD    DB    91    AA 

CA    BE    70 

:     HOME    :     GOTO    40 

run  Program  2  and  request  the  size 
and  tab  value  you  planned  for.  This 

9090: 

D9    91    B9    98    91    BD 

DA    91    CD 

8!    170    POKE    -    16302,0:     POKE    -     16 

909B: 

98    0A    AB    B9    AB    91 

35    06    D5 

297,0:     POKE    -    16304,0:     PO 

90A0: 

B9    A9    91    as    07    A0 

00    Bl    FF 

KE    -    16368,0 

procedure  might  take  a  little  prac- 

9008: 

06    99    DC   91    CS    C0 

03    D0    08 

Bl    180    X    =    PEEK     (    -     16384):     IF    X 

tice  before  you  can  place  a  picture 
exactly  where  you  want  it. 

90B0: 

F6    A9   0A    20    62    91 

AC    DB    89 

<     128    THEN    180 

90BB: 

91    F0    08    A9    20    20 

62    91    52 

2B    190    POKE    -    16368,0:     TEXT    :     HD 

90C0: 

B8    D0    F8    A0    00    A9 

IB    20    80 

ME    :     GOTO    40 

Note  that  DUMP  sets  the  print- 

90CS: 

62    91    B9    DC    91    20 

62    91    E7 

11    200    PRINT    :     VTAB    22:     INPUT    "E 

er  to  all  of  its  default  values  after 

90D0: 

C8    C0    03    D0    F5   fi5 

FB    85    B7 

NTER    SIZE    OF    DUMP     tl-9t; 

9008: 

FC    AS    FC    C9    C0    B0 

28    A6    DD 

";S:      IF    S    <     1     DR    S    >    9    TH 

running.  If  you  were  using  a  special 

90E0: 

F9    A4    FA    20     11    F4 

A4    EF    IF 

EN    200 

mode  or  typeface,  you'll  have  to 

90Ea: 

Bl    26    A4    FF    39    AI 

91    F0   65 

rC   210    VTAB    24:     PRINT    "(S^AUTD    C 

restore    that    mode   after   running 
DUMP. 

90F0: 

16    AD    DA    91    A4    FD 

F0    0B   07 

ENTER!";:     VTAB    23:     HTAB    1 

90FB: 

AE    D6    91     4A    CA    D0 

FC    BB    lA 

:     INPUT    "ENTER    TAB    SETTIN 

9100: 

4C    F6    90    0S    FE    85 

FE    E6   5C 

G:     ";T:     IF    T    <    0    DR    T    >    5 

910B: 

FC    E6   FD    A5    FD    CD 

DB    91    E7 

0    THEN    210 
n   220    POKE    -    16302,0:     POKE    -    16 

DUMP  With  Other 

9110; 

D0    C7    A5    FE    AC    D7 

91    20    3A 

Programs 

9118: 
9120: 

62    91    SB    D0    FA    A9 
FE    85   FD    E6    FF    A5 

00    85    F2 
FF    C9    B2 

297,0:     POKE    -    16304,0:     & 
1,S,T:     TEXT     :     HOME    :     GOTQ 
40                                                           © 

DUMP  is  especially  handy  when 

9128: 

07    D0    06    E6    EF    A9 

00    85    DD 

used  with  graphing  and  drawing 
programs,  and  for  this  reason  you 

9130: 
913B: 
9140: 

FF    E6    F9    D0    02    E6 
F9    C9    18    D0    98    A5 
94    ft9    00    B5    EF    B5 

FA    AS    A0 
FA    F0    ID 
F9    B5    7F 

may  want  to  add  it  to  programs  of 
your  own.  To  do  this,  add  a  line  at 

9146: 

FA    A3    FB    6D    D9    91 

as    FB    C4 

9150: 
9158: 

C9    C0    B0    03    4C    Bl 
5B    91    60    A9     IB    20 

90    20    39 
62    91    E3 

COMPUTEf 

the  beginning  of  the  program  simi- 

9160: 

A9    40    AE    CI    CI    30 

FB   8D    AE 

lar  to  this: 

10  PRINT  CHRS(4);"BRUN  DUMP" 

9168: 
9170: 
917S: 

90    C0    60    ID    16    16 
0A    0A    05    05    15    15 
12    12    12    12    12    0! 

11  11     IE 

12  15   42 
01    02   25 

Tne  Resource. 

9180: 

01    02    02    03    02    03 

01    03    36 

Later  in   the  program,  add  a 
screen  dump  option  to  your  menu. 

918B: 

03    01    01    05    05    03 

03    07    IF 

9190: 
919S: 

07    03   07    03    03    02 
40    40    60    40    60    60 

03    02    31 
70    60    CI 

Prompt  the  user  for  size  and  tab 
values,  then  enter  this  command: 

91A0: 
91A8: 
91B0: 

70    01    02   04    0S    10 
BA   91    BD   91    C0    91 
C6    91    C9   91    CC    91 

20    40    BD 
C3    91    C3 
CF    91    CB 

ATTENTION  T.I.  99/4A  OWNERS 
CHRISTMAS  SPECIALS 

&P,S,T 

91B8: 

D2    91     4C     IS    Pll     5A 

48    03    P" 

•  Diskettes  -  59C  each!  Your  choice  SS  or 

91C0: 

3A    48    03    4B     IB    01 

4B    18    AB 

DD 

where  P  specifies  hi-res  page  (1  or 

91Ca: 

01    5A    78    05    5A    78 

05    4C    6D 

•  51 2K  Now  Available  for  the  99/4A! 

2),  S  is  the  size  (1-9,  but  remember 

91D0: 

48    03    4C    48    03    A2 

D6    C9    01 

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December  1986    COMPUTEI     121 


Disassembler  For  Atari 


This  versatile  utility  disassembles 
any  machine  language  program  in 
memory  or  on  disk.  It  can  also  display 
a  memory  dump  and  check  disks  for 
bad  sectors.  The  program  ivorks  on 
any  400/800,  XL,  or  XE  with  at  least 
16K  K.4M  for  tape  or  24K  for  disk. 


Here  is  a  BASIC  utility  for  disas- 
sembling machine  language  (ML) 
programs  and  examining  the  con- 
tents of  your  Atari's  memory.  Type 
in  "Disassembler"  and  save  it  to 
disk  or  tape  before  running  it  for 
the  first  time.  Since  this  program  is 
largely  self-prompting,  you  should 
be  able  to  use  it  with  little  or  no 
instruction.  To  choose  one  of  its 
three  main  options,  press  the  OP- 
TION, SELECT,  or  START  keys  as 
prompted.  In  each  case,  you  may 
choose  to  send  output  to  a  printer 
rather  than  to  the  screen. 

Using  The  Disassembler 

The  first  option,  disassembly,  trans- 
lates ML  object  code  into  its  6502 
mnemonics.  After  you  choose  this 
option,  the  computer  asks  whether 
you  wish  to  disassemble  a  particu- 
lar memory  area,  a  particular  sector 
on  the  disk,  or  a  binary  file  stored 
on  disk.  This  allows  you  the  free- 
dom to  disassemble  virtually  any 
ML  program,  even  autoboot  pro- 
grams that  normally  take  control  of 
the  computer  as  soon  as  you  load 
them  into  memory. 


WillioTT  Casner 


The  size  of  the  disk  file  you  can 
disassemble  depends  on  the  memo- 
ry capacity  of  your  computer:  With 
48K  or  64K,  you  can  disassemble 
files  as  large  as  21K  (more  than 
21,000  bytes).  When  disassembling 
memory,  you  must  provide  hexa- 
decimal starting  and  ending  ad- 
dresses of  the  area  you  wish  to 
disassemble. 

The  second  option  is  a  listing, 
or  memory  dump.  Again,  you  can 
look  at  a  particular  memory  area,  a 
particular  disk  sector,  or  a  binary 
file.  In  this  case,  however,  the  dis- 
assembler displays  each  byte  in 
ASCII  form  rather  than  as  a  6502 
mnemonic.  This  function  is  useful 
for  examining  parts  of  a  program 
that  contain  data  rather  than  ML 
instructions. 

Finally,  you  can  scan  a  disk  for 
bad  sectors.  After  you  select  this 
option,  the  program  checks  every 
sector  on  the  disk,  listing  the  type 
and  sector  location  of  any  errors 
that  are  found. 

As  you  may  know,  CTRL-1  can 
be  used  to  pause  any  scrolling 
screen  display.  Press  Q  at  any  input 
point  (except  the  menus  them- 
selves) to  return  to  the  main  menu. 
If  you  wish  to  abort  a  disassembly 
or  memory  dump,  press  the  START 
key:  The  computer  asks  you  to 
press  any  key  to  continue,  then  re- 
turns you  to  the  main  menu. 

Take  special  care  while  typing 
the  DATA  statements  in  lines  1230- 


1310.  Don't  omit  any  commas  or 
spaces,  but  don't  add  any  extra 
ones,  either.  Mistakes  could  lead  to 
incorrectly  decoded  mnemonics.  If 
the  program  stops  with  an  ERROR 
3,  6,  or  8  message  in  line  1220,  it 
probably  means  you  have  a  typing 
error  somewhere  in  the  DATA 
lines. 

Disassembler  For  Atari 

For  instructions  on  entering  this  listing,  please 
reter  to  ■'COMPUTEI's  Guide  to  Typing  In 
Programs"  published  bimonthly  in  compute'. 


10  DI 
ML 

)  , 
u* 

20  DI 
)  = 

30  DI 
ZJ 
00 

40  FO 
L* 

50  DA 


10 

1  3 

41 

60  DA 

,8 

3  < 

70  FO 

L2 

80  D(\ 

,   1 

,  1 

69 

90  Dfl 

2, 

3, 

100    G 

110  R 

120  S 

130  ft 

A 


M  R« ( 1032 
« (36) , ML2 
ft* (20 ) , TS 
(  1  ) 

M  P  (4)  :  P  ( 
256:  P (3)  = 
M  TY$  (11) 
YXMR"  :  SPi=l 
t  DIM  S*  (S 
R  J=l  TO 
(J ! =CHR« ( 
TA  104 , 10 
4. 141 , 10, 
, 104, 141 , 
,1,3 

TA  367.Q2 
3, 228, 173 
96 

R  J=l  TO 
* ( J ) =CHRt 
TA  104, 10 
04,  141  ,  10 
01 , 3, 104, 

7 
TA  141 , 9B 
B6, 22B, 17 
2,  96 

QSUB  11B0 
EM 

=0:FDR  X= 
=  ftSC (A»  (X 
>9  THEN  A 


) , SC* (128) , 
« (34) , G* (31 
( 15) , F« (4) , 

1  )  =4096: P  <2 
16: P (4) =1 
: TY*=" VUBC3 
CE=FRE (0) -6 
PACE) 

36:READ  B:M 
B) : NEXT  J 
4 , 14  1, 11,3, 
3, 104, 141,5 
4,3,  169.  1  .  1 


,  141, 


i; 


34:READ  B:M 
(B> : NEXT  J 
4, 14  1, 1 05, 3 
4,3, 104, 14  1 
14  1, 100, 3, 1 

, 3, ii2, 32, 3 

3, 99, 3, 141 , 

:GOTO  200 

1  TD  4 

,  X)  ) -4B:  IF 

=  fi-7 


122     COMPUTEI     December  1965 


PC  140 

S=5+P < X) *A:NEXT  X:RET 

INPUT  S« 

SN  740 

GSf27, 28) =" , X" : GOTO  7 

URN 

(!>.  430 

SECTOR=SECTaR+l:A-USR 

80 

Hk  150 

REM 

(ADR(ML*) , SECTOR, ADR< 

CS  750 

GS (23, 23)=" (" : GS(27,2 

CN  160 

F=0: F*="":FOR  X= 1  TO 

SCS) ) : IF  PEEK (203) =1 

9) =" , X) " : GOTO  780 

4 

THEN  460 

CF  760 

6* (23.23)-" (":6S(27, 2 

Kl  170 

F=INT<A/PtX)):fi=A-(F« 

;(  440 

•^     "Sector   "  ;  SECTOR;  " 

9)=" ) , Y"=GOTO  780 

P(X) ) : IF  F< 10  THEN  F= 

bad;   ";PEEK (203) : IF  S 

PE  770 

G« (2  3, 23) ="«" 

F-7 

ECTOR=ES  THEN  1060 

NN  780 

A=PEEK (S+1 ): GDSUB  160 

AB  iS0 

F»(X)=CHR«tF+55):NEXT 

GJ  4  50 

GOTO  430 

: BS (9, 10) =F* (3, 4) : GS ( 

X: RETURN 

SC  460 

SS(LEN(SS)+1)=SCS; IF 

25,26)=FS(3,4) :S=S+2: 

HG  170 

REM 

SECTaR=ES  THEN  SE=S+L 

SOTO  630 

fB  200 

?  ■'  tCLEPiR;  "  :  PDSITIDN 

EN (SS) : GOTO  480 

a  790 

GS(23,23)="(":GS(29,2 

2,B:?  "Press  i'Tittjr'K     f 

EL  4  70 

GOTO  430 

9)=" ) ":GOTO  820 

or  Disassembler":?  " 

E-  480 

IF  DIS=0  THEN  860 

SB  800 

GS (29, 30) =" , Y" ; GOTO  8 

ih     SPACES  >SiaBri.Ii  for 

3?  4  90 

GOTO  630 

20 

Code  Lister" 

»D  500 

ADD=1 :S»( 1 ) ="  ":S«<SP 

FE  8  10 

GS (29,30)=" , X" 

KP  210 

?  "{6  SPACES!  !,BiiTiTi«  f 

ACE) =" 1 " : S* (2) =S« 

mO  820 

fi  =  PEEK (S  +  2)  *  256  + PEEK  ( 

or     Sector  Scan":?  :? 

as  510 

SB  =  0:SE  =  0:?  :  "^  "Enter 

S+1):GDSUB  160:GS(9,1 

,.>.,. 

D*t  t  f  i  lename.  ext  "  ;  :  IN 

0) =FS (3, 4) : GS ( 12, 13) = 

D-  220 

DN  PEEK (53279) -2  GOTO 

PUT  A»: IF  LEN(A*)=0  T 

FS(1,2) :G»(25,2B>=FS: 

230. 220, 24  0, 980: GOTO 

HEN  ?  "(3  UP}": GOTO  5 

S=S+3:G0TD  630 

220 

10 

C.  8  30 

Z=PEEK(S+1):A=Z:G0SUB 

F3  230 

DIS=l:T*="Disassemble 

LE  520 

GOSUB   1090: IF  A*(2,2) 

160: GS (9, 10) =FS (3,4) 

r  "  :  G«="  {CLEAR  ird^KJ  ii  = 

<>" : "  AND  A* (3, 3) <>" : 

: IF  Z< 128  THEN  GS (22, 

ai!iiij{3  SPACES  3  Cl!J''^TS5 

"  THEN  ?  "«-^r:T.mj?y^:rr 

22)=" >": A=S-SA+SS+I+2 

S7^«aTJ;0;t«l"  :  ^  "(4  UP} 

:GOTO  850 

ITT^J^M",-"- GOSUB  1120; 

GOTO  250 

":GOTD  510 

PD  840 

GS(22,22)="<":A=B-SA+ 

nH  240 

DIS=0: Tt="Lister " : B»= 

Lf.   530 

CLOSE  tt2:TRAP  5b0:DPE 

SS+Z-254 

■'  (CLEAR}  <9  SPACES]  ;iV*i 

~ 

N  #2, 4, 0, AS: GET  *2, A; 

KE  850 

GOSUB  160: GS (25, 28) =F 

,i«t:!{4  SPACES >i.v'*ri  ij-~=ii 

IF  A=25S  THEN  GET  #2, 

S:S=S+2:G0T0  630 

•Sj" 

A: IF  A=255  THEN  570 

ns  860 

?  BS  :  ? 

:t  250 

7  "  CCLEAR>  "  :  -^  :  ?  " 

=«  540 

CLOSE  tt2:TRAP  40000;-^ 

■N  870 

IF  S>SE  THEN  1060 

(13  SPACES>";T« 

: -^  "Not  a  i :>X^::j;i'ffli^ir^ 

Bl  880 

IF  PEEK (53279) =6  THEN 

JM  260 

POSITION  2,9;?  "press 

I-:  f  >  i  e"  :  GOTO  1060 

1  060 

rrrararjiT  Memory":?  •■ 
{6  SPACES: -feYUlI^iii  Sect 

;:  550 

CLOSE  «2:TRAP  40000:1 

Fl  890 

IF  ADD=0  THEN  ?  ,S~AD 

F  PEEK(195)=170  THEN 

R (SS) , : GOTO  910 

or":"'  "(6  SPACES} -"SiiT 

?  "ii*<'[-m:[>imd'-i}rj':" -.7 

Ho  900 

A=S-SA+SS: GDSUB  160:7 

t«  Fi le" 

"(4  UP>":GDTO  510 

" C8  SPACES} "; FS; "   " ; 

I'D  270 

FOR  X=l  TO  50:NEXT  X: 

tr  560 

'  "  L> rj  -r-^^i'j  A  -Jjt^t't  m-i*:i :• 

S;"   "; 

?  :  ?  ■'  >  "  ; 

S-=-.^;!'7T."  :6DT0  1060 

NO  910 

Z=PEEK (S) : A=Z: GOSUB  1 

ED  280 

ON  PEEK (53279) -2  GOTO 

J:i.  570 

GET  tt2,A:GET  ♦t2.B:SS  = 

60: ?  FS (3, 4)  ;  " 

290, 2B0, 360, 500;GOTO 

B»256+A 

(5  SPACES}"; 

200 

m  S80 

GET  «2,A:6ET  4t2,B:5E  = 

L5  920 

IF  Z=125  THEN  ?  " 

At  290 

ADD=  1  :  SA  =  SS:  ?  : '^  "Sta 

B*256+A 

<ESC} (CLEAR} ": SOTO  97 

rting  addre5S(4  digit 
hex  )  "  ; 

i:  5  90 

N0BYTES  =  SE-SB+1  :  IF  NO 

0 

BYTEB>SPACE  THEN  7  :7 

m  930 

IF  2^=157  THEN  ?  " 

Cr  300 

INPUT  A«:GDSUB  1090:1 

"Not  Enough  RAM  " :  GO 

(ESC}{INS  LINE}":BOTO 

F  LEN(A»)<>4  THEN  ?  " 

TO  1.060 

970 

(3  UP}":GDTO  290 

j:  6  00 

A=USR( ADR (ML2*) , NOBYT 

1(1,  940 

IF  Z=13B  THEN  ?  " 

R>  3  10 

60SUB  120: Y=S 

ES, ADR (SS) ) : IF  peEK(2 

(ESC3 (DEL  LINE:":GOTO 
970 

DC  320 

?  :?  "Ending  addre5s( 

03)"255  THEN  ?  :?  "ER 

4  digit  hex)"; 

ROR  «"; PEEK (203) : GOTO 

rL  930 

IF  Z=29  THEN  ?  "(ESC} 

CJ  330 

INPUT  AS:6aSUEi  1090:1 

1  060 

(DEL  LINE}": GOTO  970 

F  LEN(A»)<;4  THEN  7  " 

!.i  6  10 

CLOSE  #2: S=ADR(SS) : SA 

[r  960 

7  CHRS (Z) 

(3  UP} " : GOTO  320 

=S: SE=S+NOBYTES 

n  970 

S=S*1:GDTD  870 

K   340 

GDSUB  120: SE=S: S=Y: IF 

EE  620 

IF  DIS=0  THEN  B60 

F5  980 

?  "insert  diskette  to 

DIS=0  THEN  860 

Ek  6  30 

IF  S>SE  THEN  1060 

scan":?  :?  "Press  13;. 

E~'_T  r'r~'  1"^      1—                III      ■*  h.  ■  ^ 

if.   350 

GOTO  630 

^L  64  0 

'^     GS:  IF  PTR=1   THEN  -> 

liUl',     when  ready";  :1NP 

Ml  360 

ADD=0:MAXS=INT(SPACE/ 
128) :S=ADR(SS> :BOSUB 

6D  650 

#3;  GS 

IF  PEEK (53279) =6  THEN 

K   990 

UT  AS : GOSUB  1 090 
N=0; SECTOR=0: ?  " 

1  120 

1  060 

(CLEAR}" : POSITION  14, 

i!   3  70 

?  :?  "Starting  sector 
(1-719) "; : INPUT  AS: I 

il  660 

GS="(31  SPACES}" 

2:?  "SS^-Siyr-lpfl^::!:":?  : 

nf  670 

A=S-SA+SS: GOSUB  160:G 

?  "(12  SPACES}Bad  Sect 

F  LEN(A*)=0  THEN  SS=1 

S  (  1  , 4>  =F* 

or  s  " 

:GOTD  390 

^L  680 

Z=PEEK (S> : A=Z : GDSUB  1 

=  1  1000  :'  ,  "tjector  ",  "Error  " 

Li  38  0 

GOSUB  1090: SS=VAL ( AS) 

60: GS (6, 7) =FS (3,4) 

j'>1010  SECT0R  =  SECT0R+1  :  A  =  US 

:  IF  SS<  1  OR  SS>719  TH 

K   690 

IF  R« (Z*4+l , Z»4+l) =" 

R (ADR (MLS) , SECTOR. AD 
R(SCS) ) 

EN  ?  "(3  UP}": GOTO  37 

"  THEN  GS ( 17, 19) ="^?? 

0 

" : S=S+1 : GOTO  630 

E:  1020  IF  PEEK(203)<>1  THEN  | 

JF  3V0 

■^  :?  "Ending  Sector  ( 
1-719) "; : INPUT  AS: IF 

Dt  700 

GS{i7,  19)=R*(Z*4-i-l,  Z* 
4*-3>:US  =  RS(Z*4<^4)  :IF 

?  , SECTOR, PEEK(203) 
: N=N+1 

LEN(AS)=0  THEN  ES=SS: 

US="  "  OR  US="A"  THEN 

.''^1030  IF  SECTDR  =  720  THEN  '•'  1 

GOTO  420 

GS(24,24)=U«:S=5+1:E 

■■^     ,N;"  {■■ry^TVJS^-i-l^i.lt. - 

F3  400 

GDSUB  1090: ES=VAL (AS) 

DTD  630 

"  :  BDTO  1060 

:  IF  ES<SS  OR  ES>717  T 

[iC  7  1  0 

6S(24.24)="«":A=0:FOR 

S:i040   IF  PEEK  (53279)  =6  THE  j 

HEN  ?  "(3  UP}": GOTO  3 

J=l  TO  1 1 : IF  US=TYS ( 

N  200 

93 

J, J)   THEN  A=J: J=l 1 

f,i   10S 

0  GOTO  1010 

BB  410 

IF  ES-SS>MAXS  THEN  ? 

r>   7  20 

NEXT  J: ON  A  GOTO  730, 

«F  1060  7  :  "^  "Press  any  l;ey   j 

"Only  room  -for  ";MAXS 

740, 750, 760, 770, 780, 7 

to  continue":?  "."; 

;  "  sectors" : ?  " (6  UPJ 

90,B00,8i0,a20,B30:ST 

S;  107  0  IF  PEEK  (764)  =255  THE  | 

":GOTO  370 

OP 

N  1070 

CE  420 

SECTDP!  =  SS-1:  ^  :?  "Pre 

5S  730 

G* (27, 28) =" , Y" : GOTO  7 

S;i0B0  POKE  764,255:60T0  20  | 

SS  :S-J»»!!:1-  tn  hpQin";; 

80 

0 

December  1 985    COMPUTH     123 


EN  10<?0 

It;  1  100 

HD  1  1  Id 
fB  I  1  20 

Nfl  1 1 30 

DJ  114  0 

(C  1  15li) 


Ji;  1  160 

n  1170 


»I  1  180 

PF  1  190 
QE  1:^00 

HI"  1210 

PI  1220 
OG  1230 

KH  1240 

SP  1250 

m  1260 

HS  1270 

SJ  1280 

EN  1290 
FC  1300 
!D  1310 


IF  LEN(A«>=e!  THEN  11 

10 

IF  A*  (  1  .  1  >=-"D"  THEN 

POP  :GOTO  200 

RETURN 

PTR=0:?  "Do  YOU  wish 

to  print  (Y/::)  "  ; 
IF  PEEK(764)=43  THEN 

PTR=1 : GOTO  1 150 
IF  PEEK (764) =255  THE 
N  113  6) 

POKE  764, 255: IF  PTR= 
1  THEN  CLOSE  #3:TRAP 

1 170: OPEN  #3, B, 0. "P 
:":TRAP  40000 
7      :  -^      ;   RETUFiN 
CLOSE  «3:TRAP  40000: 
?  :  ?  "  MHUfiga^Ul^S^ 

za^msEmnst" -.GOTO    10 

60 

7      "CCLEAF?}  M-^T-^-JMTyiE^T 

5Ft-:j[i-:  n  gjf-wnTTJM'B'.rTag*-. 

WSXMJWi"  :  ->     !  ? 

7     "I?  spaces: PLEASE 

WAIT. ... " 

R*  (  1  )  ="  ■':  R$  <  1032)  =  " 

I " : R* (2) =R» 

SC« ( 1 ) ="   " : SC« ( 128) = 

" I " : set (2) cSCt 

FOR  X=0  TO  255: READ 

F'S!R*(  (X*4)-H,  <X«4)  + 

4)=F*:NEXT  >!:RETURN 

DATA  BRK   ,ORAB,,,,OR 

AZ,ASLZ,,PHP  .ORAS.A 

SLA, , , DRAN, ASLN, , BPL 

RjORAC, , , ,ORAU,ASLU, 

, CLC  , ORAY , , , , ORAX 

DATA  ASLX, , JSRN, ANDB 

, , , BITZ , AMDZ , ROLZ. , P 

LP     ,  ANDS>,  ROLA,  ,  BITN, 

ANDN.ROLN, ,BMIR.ANDC 

, , , , ANDU, ROLU, , SEC  , 

ANDY, , , 

DATA  ANDX  ,  ROLX ,  ,  RT  I 

, EORB, , , , EORZ, LSR2 , , 

PHA  , EDR3, LSRft, , JMPN 

,EORN,LSRN.,BVCR,EOR 

C, , . , EORU, LSRU. , CLI 

,EORY, , , 

DATA  EORX , LSRX , , RTS 

,ADCB, ,, ,ADCZ,RDRZ, , 

PLA  ,  ADC5>,  RDRA  ,  ,  JMPJ 

,ADCN,RDRN, ,BVSR,ADC 

C, , , , ADCU, RORU, , 3EI 

, ADCY, , , 

DATA  ADCX , , , , STAB, , , 

STYZ , 5TAZ, STXZ , , DEY 

,,TXA  , , ST YN, STAN, ST 

XM, ,BCCR,STAC, , ,STYU 

, BTAU, STXV, , TYA  ,STA 

Y  ,  T  X  S  ,  , 

DATA  STAX  ,  ,  ,  LDY3>,  LDA 

BjLDXa, ,LDYZ,LDAZ,LD 

XZ , , TAY  , LDA3, TAX  . , 

LDYN,LDAN,LDXN, ,ECSR 

,LDAC,  ,  ,LDYU,LDAIi,LD 

XV, 


DATA 
,  LDY 
S,  CM 
ECZ  , 
,  CPY 
R 

DATA 
CU,  , 
X,  DE 
CPXZ 
,  SBC 
N,  IN 
DATA 
CU,  I 
,  ,SB 


CLV  ,LDA 
X , LDAX, LD 
PB, , , CPYZ 
, INY  , CMP 
N, CMPN, DE 

CMPC,  ,  ,  , 
CLD  ,Cr1PV 
CX, , CPX3, 
, SBCZ , INC 
3, NOP  , , C 
CN, 

BEDR, SBC 
NCU, , SED 
CX, INCX, 


Y  ,  T  S  X  , 
XY, , CPY 
, CMPZ, D 
a, DEX  , 
CN, , BNE 

CMPU, DE 
.  ,  ,  ,CMP 
SBCD, , , 
Z, , INX 
PXN, SBC 

U  J    J    ,    f    3D 

, SBCY, , 


CAPUTE! 


Modifications  or  Corrections 
To  Previous  Articies 


Atari  Witching  Hour 

Goblins  apparently  invaded  our 
lister  progrann  while  this  Halloween 
game  from  the  October  issue  (p.  54) 
was  printing.  The  mysterious  { = } 
character  in  Hnes  1310  and  1320 
should  instead  be  the  vertical  line 
character,  SHIFT- =  . 

Skyscape 

The  Commodore  64,  Atari,  and  TI 
versions  of  this  astronomy  plotting 
program  from  the  November  issue 
(p.  62)  do  not  work  properly  for 
latitudes  between  the  equator  and 
24  degrees  south.  Trying  to  plot  a 
skyscape  for  a  location  in  this 
area — Peru  or  northern  Australia, 
for  example — results  in  an  ILLE- 
GAL QUANTITY  ERROR  message 
or  a  misplaced  sun.  In  the  Commo- 
dore 64  version  (Program  1),  the 
culprit  is  the  second  ABS  in  line 
2510.  The  line  should  read  as 
follows: 

2510  IF  ABS(LL)<24  THEN  LB  =  40* 
INT(LL/7-l-.5) 

The  correction  is  the  same  for  the 
Atari  version  (Program  2),  except 
that  the  line  number  is  2540.  For 
the  TI  version  (Program  5),  make 
the  change  to  line  2440. 

All  About  IBM  Batch  Files 

The  {CTRL-P}  character  which  ap- 
pears in  Programs  2,  3,  and  4  of  this 
overview  of  batch  files  is  not  cor- 
rect. Wherever  this  character  ap- 
pears, you  should  instead  type 
whatever  key  or  key  combination 
produces  an  ESCape  character, 
CHR$(27).  If  you  use  the  EDLIN 
text  editor  from  the  IBM  PC-DOS 
system  disk,  the  proper  replace- 
ment is  {CTRL-V}[.  That  is,  hold 
down  the  CTRL  key  and  type  V, 
then  release  CTRL  and  V  and  type  [. 
Note  that  the  left  bracket  ([)  is  in 
addition  to  any  brackets  that  are 
already  in  the  listing.  For  example, 
with  EDLIN  the  first  line  of  Pro- 
gram 3  would  be  typed  as  follows: 


iCTRL-V;[[2J  ;CTRL-V![|32m 

Other  text  editors  or  word  pro- 
cessors may  require  another  combi- 
nation. Check  the  manual  for  the 
editor  you  are  using  to  see  what 
you  need  to  type  to  produce  ASCII 
character  27. 

There  is  also  a  correction  for 
the  last  paragraph  in  the  article  (p. 
88).  The  statement  shown  as: 

IF  . %1.  GOTO  .NOPARAM 

should  read: 

IF  .=  =  %1.  GOTO  :NOPARAM 

64  Color  Plotter 

There  are  no  errors  in  this  graphics 
uhlity  program  from  the  "64  Multi- 
color Graphics  Made  Easy"  article 
in  the  October  issue  (p.  90).  How- 
ever, there  was  one  point  that  the 
article  failed  to  make  completely 
clear:  Programs  with  "Color  Plot- 
ter" commands  work  only  if  they  are 
typed  in  while  Color  Plotter  is  active. 
If  you  type  in  a  program  containing 
Color  Plotter  commands — for  ex- 
ample, Program  2  from  the  article — 
in  regular  BASIC,  then  activate 
Color  Plotter,  the  program  appears 
correct  when  you  list  it,  but  will  not 
run.  Instead,  all  Color  Plotter  com- 
mands will  cause  syntax  errors.  You 
can  convert  the  faulty  program 
statements  to  true  Color  Plotter 
statements  by  activating  Color  Plot- 
ter, listing  the  problem  line  on  the 
screen,  moving  the  cursor  to  that 
line,  and  pressing  RETURN.  Al- 
ways be  sure  that  Color  Plotter  is 
active  before  typing  in  any  pro- 
grams using  its  special  commands. 
And  remember  that  you  have  to 
reactivate  Color  Plotter  each  time 
you  press  RUN/STOP-RESTORE. 


1 24     COMPUTEI      December  1 985 


Classified 


SOFTWARE 


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NEW  BARMAID  IS  THE  LIFE  OF  THE  PARTY! 
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BIBLE  QUIZ  GAMES  and  other  Bible  software 
for  the  C64.  Fun  and  !eam  for  all  ages. 
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animation,  graphics,  and  sound.  Each  $29.95. 
Order  or  send  SASE  for  brochure  to  COMPEDS, 
P.O.  Box  147,  Narrows,  VA  24124 

80  Column  Word  Processor  (or  48K  Atari. 

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ATARI-ENHANCEMENTS  TO  BASIC-800/XL/XE 
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December  1985     COHPUTH      125 


The  Beginners  Page 


Tom  P.  Holfhill,  Editor 


No  Strings  Attached 


For  the  past  few  months,  we've 
been  discussing  various  kinds  of 
numeric  variables — those  that  store 
numbers.  But  BASIC  has  a  second 
genera]  type  of  variable  that's 
worth  knowing  about,  too — strittg 
variables. 

Instead  of  storing  numbers, 
string  variables  store  characters. 
Characters  can  be  letters  of  the  al- 
phabet, the  numerals  0-9,  punctua- 
tion marks,  the  foreign  letters  or 
graphics  symbols  found  on  some 
keyboards,  spaces,  and  even  special 
codes  which  have  meaning  only  to 
computers. 

In  program  listings,  string  vari- 
ables resemble  regular  variables, 
but  are  denoted  with  a  trailing  dol- 
lar sign,  as  in  A$  (pronounced  "A- 
string").  Usually,  all  the  rules  that 
apply  to  numeric  variable  names  on 
your  computer's  BASIC  also  apply 
to  string  variable  names.  For  in- 
stance, the  Commodore  64  allows 
variable  names  of  any  length,  but 
the  computer  recognizes  only  the 
first  two  characters  for  purposes  of 
telling  them  apart;  ditto  on  the 
Apple;  the  IBM  also  allows  names 
of  any  length,  but  recognizes  the 
first  40  characters;  the  Tl  allows 
names  up  to  15  characters  long, 
recognizing  all  15;  and  the  Atari 
allows  names  of  any  length  and 
recognizes  all  characters. 

String  variables  are  easy  to  set 
up  and  use.  You're  probably  al- 
ready familiar  with  literal  strings, 
such  as  the  word  HELLO  found  in 
the  following  program  line: 
10  PRINT  "HELLO" 

A  literal  string  is  analogous  to 
a  numeric  constant — it  doesn't 
change.  PRINT  "HELLO"  always 
prints  the  word  HELLO.  But  stor- 
ing a  string  of  characters  in  a 
string  variable  has  the  same  ad- 
vantages as  storing  a  number  in  a 
numeric  variable — your  program 
can  manipulate  the  variable  (and 
therefore  the  characters  it  stores) 
at  will.  Here's  a  quick  example: 


10  AS  =  "HELLO" 
20  PRINT  AS 

(Atari  users  should  add  this  line:  5 
DIM  A$(10).  We'll  explain  why 
later.)  When  you  run  this  pro- 
gram, it  prints  HELLO  just  like 
the  previous  program.  But  now 
add  these  lines: 

30  AS  =  "HI  MOM!" 
40  PRINT  AS 

Even  though  the  PRINT 
statement  in  line  40  is  identical  to 
the  one  in  line  20,  it  prints  a  dif- 
ferent message:  HI  MOM!  instead 
of  HELLO.  The  reason,  as  you 
may  have  surmised,  is  that  we  as- 
signed a  new  string  of  characters 
to  the  string  variable  A$  in  line 
30.  In  effect,  we  changed  the 
"value"  of  A$  from  HELLO  to  HI 
MOM!. 

This  is  just  a  taste  of  how 
string  variables  can  be  modified 
by  a  running  program.  We'll  cover 
many  more  possibilities  over  the 
next  few  columns.  The  important 
thing  at  this  point  is  to  grasp  the 
advantage  of  string  variables: 
They  allow  your  programs  to  ma- 
nipulate characters,  words,  and 
sentences  instead  of  just  numbers. 

A  DIM  Memory 

Take  another  look  at  the  statements 
in  lines  10  and  30  above.  These  are 
the  string  variable  versions  of  as- 
signment statements,  just  as  the 
statement  A  =10  assigns  the  value 
10  to  the  numeric  variable  A.  (In 
case  you're  wondering,  the  rarely 
seen  keyword  LET — as  in  LET 
A=10 — can  be  used  in  string  vari- 
able assignments,  too,  but  is  op- 
tional in  almost  all  BASICs  these 
days.  It's  customary  to  omit  it.) 

When  you  assign  a  string  of 
characters  to  a  string  variable, 
BASIC  stores  the  string  in  computer 
memory  and  uses  the  variable  as  a 
reference  marker — sort  of  like  the 
thumb  tabs  on  the  pages  of  a  large 
dictionary.  A  program  statement 
such  as  PRINT  A$  tells  BASIC  to 


look  up  the  string  of  characters  in 
memory,  retrieve  it,  and  print  it  on 
the  screen. 

In  TI-99/4A  BASIC  and  most 
Microsoft-style  BASICs  (including 
those  supplied  with  Commodore, 
Apple,  and  IBM  computers),  there's 
a  limit  on  the  length  of  the  string 
that  can  be  assigned  to  a  string 
variable — 255  characters.  If  you  try 
to  assign  a  longer  string,  you'll 
either  get  an  error  message  or  the 
string  will  be  truncated  (cut  off)  at 
the  255-character  limit. 

In  Atari  BASIC,  a  string  can  be 
of  any  length  up  to  the  limit  of 
available  program  memory.  On  a 
48K  or  64K  Atari  with  the  Disk 
Operating  System  (DOS)  and 
BASIC  in  memory,  there's  room  for 
a  string  of  more  than  30,000  charac- 
ters— although  that  wouldn't  leave 
much  memory  for  a  very  long  pro- 
gram. Because  the  length  of  Atari 
strings  is  so  flexible.  Atari  BASIC 
requires  you  to  declare  the  maxi- 
mum length  of  a  string  variable 
before  using  it  in  the  program. 
Otherwise,  the  computer  wouldn't 
know  how  much  space  to  reserve 
for  the  string  (Microsoft  BASIC  al- 
ways knows  that  strings  won't  be 
longer  than  255  characters). 

The  Atari  BASIC  statement  for 
declaring  a  string's  length  is 
DIM(.t),  where  x  equals  the  maxi- 
mum number  of  characters  (DIM 
stands  for  DIMension).  An  example 
of  the  DIM  statement  is  in  line  5 
above.  It  reserves  memory  for  a 
string  up  to  ten  characters  long, 
room  enough  for  HI  MOM!  wdth  a 
few  characters  to  spare.  The  DIM 
statement  must  precede  the  first  use 
of  the  string  variable  in  the  program, 
or  you'll  get  an  error.  If  you  try  to 
assign  a  string  longer  than  the 
DIMed  length,  the  string  is  truncated 
at  the  limit  without  an  error  message. 

Next  month  we'll  start  delving 
a  little  deeper  into  how  to  use  string 
variables  in  various  ways  in  your 
programs.  @ 


126     COMPUTEJ      December  1985 


Computers  and  Society 


David  D  Thornburg,  Associate  Editor 


Another  Kind  Of  Home  Computing 


At  first  glance,  the  Emergency 
Housing  Consortium  of  Santa  Clara 
County  may  seem  to  be  an  unlikely 
place  to  find  personal  computers. 
This  agency,  founded  four  years 
ago  by  Barry  Del  Buono,  helps  meet 
the  emergency  and  long-term  hous- 
ing needs  for  residents  of  Santa 
Clara  and  San  Mateo  counties — 
two  of  the  most  populous  counties 
in  California's  Silicon  Valley, 

To  an  outsider,  the  apparent 
affluence  of  this  area  masks  its 
pockets  of  poverty — poverty  that 
strikes  quite  hard,  given  the  high 
cost  of  local  housing.  With  rental 
units  costing  as  much  as  $2,000  per 
month,  many  families  who  are 
down  on  their  luck  end  up  living  in 
their  cars  or  on  the  streets. 

This  is  where  Del  Buono's 
agency  steps  in.  In  four  years,  the 
Emergency  Housing  Consortium 
has  grown  from  one  person  to  a 
staff  of  35  people  who  oversee  four 
shelters  housing  600  people  per 
night.  In  addition,  the  Consortium 
helps  people  find  permanent  hous- 
ing and  jobs. 

As  the  agency  began  to  grow, 
Del  Buono  contacted  the  Commu- 
nity Affairs  program  at  Apple  Com- 
puter, Inc.  to  apply  for  a  corporate 
grant  of  computer  equipment.  He 
was  convinced  that  computer  tech- 
nology could  help  his  clients  gain 
an  edge  on  locating  permanent 
housing.  He  envisioned  an  inter- 
agency network  that  would  include 
a  constantly  updated  list  of  low- 
cost  area  housing.  Such  a  network 
was  needed  because  by  the  time 
most  of  his  people  found  out  about 
a  low-cost  rental  opportunity,  it 
was  already  taken. 

Apple  granted  four  complete 
computer  systems  to  the  Consor- 
tium to  share  with  three  other 
housing  agencies.  The  equipment 
included  an  Apple  He  computer 
with  the  extended  80-column  card 
(expanding  the  memory  to  128K 
RAM),  a  monitor,  two  disk  drives,  a 


ten-megabyte  hard  disk,  a  1200  bps 
modem,  and  an  Imagewriter  print- 
er. Apple  also  provided  numerous 
pieces  of  its  own  software,  as  well 
as  some  products  from  other  manu- 
facturers (such  as  HabaMerge). 

From  Fast  Food  To  Figures 

The  Apple  Community  Affairs 
grants  are  awarded  primarily  to 
nonprofit  groups  interested  in 
using  microcomputer  networks  to 
communicate  and  share  infor- 
mation with  other  groups  that  have 
similar  social  objectives.  Apple  em- 
phasizes the  importance  of  cooper- 
ation between  groups  and  the  ways 
in  which  computers  can  help  peo- 
ple cooperate  across  organizational 
boundaries. 

When  Apple  provided  the 
Consortium  with  the  equipment 
and  support  it  needed,  the  database 
envisioned  by  Del  Buono  became  a 
reality.  The  legwork  was  done  by 
volunteers  and  by  the  homeless  cli- 
ents themselves.  "Pretty  soon  we 
were  coming  up  with  incredible 
stuff,"  says  Del  Buono.  "We  had 
the  information  available  on  a  daily 
basis,  and  it  was  being  updated  all 
the  time.  Walk-ins  could  now  come 
to  our  center  and,  in  a  short  time, 
could  walk  out  again  with  a  list  of 
appropriately  priced  rentals." 

The  computers  became  useful 
in  other  ways,  too.  Because  the  ma- 
chines also  store  information  about 
the  Consortium's  clients,  it's  easy  to 
compile  detailed  statistics  on  them. 
This  type  of  information  is  impor- 
tant to  an  agency  that  obtains  fund- 
ing from  public  sources. 

Perhaps  more  importantly,  the 
computers  have  provided  opportu- 
nities for  the  clients  themselves  to 
learn  how  to  use  today's  technol- 
ogy. One  woman  who  had  last 
worked  for  a  fast-food  restaurant  is 
now  the  agency's  statistician.  She  is 
so  good  at  her  job  that  she  recently 
led  a  workshop  at  Apple.  Other 
formerly  homeless  people  working 


for  the  Consortium  are  also  acquir- 
ing job  skills  that  are  transferable  to 
the  private  sector.  They  are  seeing 
how  access  to  technology  has  a  di- 
rect impact  on  improving  their 
lives.  This  helps  them  recognize  the 
importance  of  developing  appropri- 
ate job  skills  in  the  information  age. 

Fringe  Benefits 

Meanwhile,  thanks  to  the  com- 
bined efforts  of  the  clients  and  vol- 
unteers, the  Consortium's 
constantly  updated  housing  list  is 
so  valuable  that  it's  now  being  sold 
to  other  agencies  on  a  subscription 
basis.  Even  corporations  are  calling 
the  Consortium  to  get  rental  infor- 
mation for  their  new  employees! 

Del  Buono  is  convinced  the 
Consortium  couldn't  be  what  it  is 
today  without  the  help  of  comput- 
ers. His  agency  is  decentralized,  op- 
erating  four  shelters  in  two 
counties,  and  is  linked  to  other 
agencies  as  well. 

Above  all,  Del  Buono  has 
shown  that  computer  technology 
can  benefit  the  very  poor — to  create 
a  concrete  product  that  improves 
their  quality  of  life.  "When  you 
don't  have  a  lot  of  money,  you  need 
a  competitive  edge,"  he  says. 
"That's  what  we  get  with  the 
computer." 

For  more  information  on  the 
Apple  Community  Affairs  program, 
contact  Fred  Silverman  at  Apple 
Computer,  20525  Mariani  Avenue, 
Cupertino,  CA  95014.  Tax  deductible 
donations  can  be  made  to  the  Emer- 
gency Housing  Consortium  of  Santa 
Clara  County,  P.O.  Box  2346,  San 
Jose,  CA  95109.  © 


December  1985    COMPUTEl     127 


The  World  Inside  the  Computer 


Fred  D'lqnozio,  Associate  Editor 


Pieces  Of  Our  Past — The  Computer  Puzzle 


Last  month  I  told  the  story  of  my 

"Phantom  Programmer,"  Hunter 
Baker,  a  high  school  student  I  re- 
cruited to  organize  my  attic  and 
computer  room.  The  story  ended 
with  me  nervously  charging  into 
the  computer  room  waving  a  ma- 
chete in  the  middle  of  the  night 
after  mistaking  Hunter  and  his 
friend,  Amy  Powell,  for  burglars. 
Actually,  they  were  working  on  a 
school  project  for  National  History 
Day:  a  history  trivia  game  for  the 
IBM  computer. 

Hunter  and  Amy  entered  their 
program  in  the  regional  History 
Day  competition  and  won  first 
place  in  the  Senior  Media  Presenta- 
tion category.  And  no  wonder! 
They  had  spent  dozens  of  hours 
collecting  hundreds  of  history  ques- 
tions and  typing  them  into  the  com- 
puter, where  they  were  stored  as  six 
random  data  files  representing  six 
question  categories:  Presidents, 
Places,  Historical  Figures,  U.S. 
Constitution,  Wars  and  Battles,  and 
Trivial  Trivia.  And  while  Hunter 
was  writing  a  program  that  man- 
aged all  the  questions,  Amy  was 
using  Mouse  Systems'  PC  Paint  to 
create  seven  beautiful  picture 
screens — a  title  screen  and  a  screen 
for  each  category. 

Confident  after  their  victory  in 
the  regional  competition.  Hunter 
and  Amy  took  their  history  trivia 
game — called  "Pieces  of  Our 
Past" — to  the  state  competition  at 
Lynchburg  College,  in  Lynchburg, 
Virginia. 

But  the  two  young  people  re- 
ceived a  rude  shock.  The  state 
judges  said  their  program  was  not  a 
media  project  at  all,  and  gave  them 
low  grades  in  almost  every  catego- 
ry. One  judge  wrote  that  the  project 
"shows  no  work."  Another  judge 
gave  Hunter  and  Amy  0  out  of  a 
possible  15  points  for  "Quality  of 
the  Medium,"  Several  judges  gave 
the  program  low  grades  for  historical 
accuracy,  yet  ever}'  one  of  Hunter 


and  Amy's  questions  and  answers 
came  from  reliable  sources  such  as 
textbooks  and  encyclopedias. 

Worst  of  all,  the  judges  refused 
to  interact  with  the  program.  Dur- 
ing the  judging  they  sat  in  their 
chairs,  far  away  from  the  computer 
screen  and  keyboard,  and  declined 
to  come  any  closer — even  when 
Hunter  and  Amy  invited  them.  Lat- 
er, one  judge  wrote  on  the  judging 
sheet:  "Not  effective  media  presen- 
tation. I  couldn't  see  the  screen." 

Hunter  and  Amy  returned 
from  the  History  Day  competition 
disappointed  and  bewildered.  They 
had  put  an  enormous  amount  of 
work  into  their  project.  They  had 
come  up  with  an  innovative  ap- 
proach to  learning  history  facts,  and 
they  had  demonstrated  a  mastery 
of  their  medium.  Hunter's  program 
made  use  of  random  data  files, 
elaborate  graphics  (created,  pixel 
by  pixel,  by  Amy),  and  music.  By 
storing  the  pictures  in  the  IBM's 
video  memory  and  the  music  in 
another  memory  buffer.  Hunter's 
program  was  able  to  display  a  pic- 
ture, play  music,  and  build  the 
question  arrays  all  at  the  same  time. 

But  their  program  lost.  Why? 
Do  history  teachers  fear  the  com- 
puter? Don't  they  recognize  the 
computer  as  a  valid  educational 
medium,  like  slides,  filmstrips, 
videotapes,  or  8mm  movies? 

A  New  Media  Is  The 
Message 

I  think  history  teachers  are  no  more 
afraid  of  computers  than  anyone 
else,  but  like  almost  everyone  else, 
few  of  them  see  the  computer  as 
"media."  And  since  the  computer  is 
a  new  form  of  media,  with  its  own 
special  needs  and  limitations,  no 
one  was  quite  prepared  for  Hunter 
and  Amy's  project,  which  was  so 
different  that  it  bewildered  the 
judges,  confounded  the  rules,  and 
didn't  fit  into  any  of  the  project 
categories. 


I  imagine  the  judges  had  no 
idea  how  much  work  and  original 
thinking  went  into  "Pieces  of  Our 
Past."  All  this  work  was  stored, 
invisibly  and  electronically,  inside 
the  computer  as  hundreds  of  lines 
of  code,  computer  records,  and 
screen  maps. 

And  the  judges  were  not  pre- 
pared to  interact  with  a  media  pro- 
ject. In  the  past,  they  had  sat  back, 
passively,  and  been  informed,  edu- 
cated, or  entertained.  Now  they 
were  being  asked  to  sit  down  in 
front  of  an  unfamiliar  keyboard, 
read  the  display  screen,  and  answer 
questions  without  any  preparation. 
What  a  fright!  They  might  have 
pressed  the  wrong  key  and  looked 
foolish.  Or  worse,  they  might  have 
answered  one  of  the  history  ques- 
tions incorrectly  in  front  of  their 
colleagues  (all  fellow  history  teach- 
ers, instructors,  and  professors). 

Everyone — Hunter,  Amy,  the 
judges — was  burned  by  this  expe- 
rience. In  the  future,  I  doubt  if 
Hunter  and  Amy  will  be  quite  as 
innovative  or  work  quite  as  hard  or 
independently  on  a  project  like  this. 
And  I  know  the  judges  feel  bad, 
too.  They  saw  merit  in  Hunter  and 
Amy's  project,  but  they  didn't  un- 
derstand it,  and  they  didn't  know 
how  to  compare  it  with  the  other 
projects,  or  rate  it  according  to  the 
rules  of  the  competition. 

This  was  just  a  small  incident, 
but  I  fear  similar  ones  are  occurring 
all  over  the  U.S.  when  young  peo- 
ple try  to  incorporate  computers 
Into  projects  that  baffle  and  confuse 
their  elders.  Bright,  self-motivated 
young  people  can  come  up  with  all 
sorts  of  ingenious  uses  for  comput- 
ers that  many  of  us  older  folks  have 
never  dreamed  of.  But  I'm  worried 
that  we  may  not  be  ready  for  them 
when  they  do. 

What  do  you  think?  Have  you 
had  any  similar  experiences?  Please 
write  me  care  of  CO.MPUTE!.  @ 


128     COMPUTei     December  1985 


Telecomputing  Today 


Arlon  R.  Levitan 


In  Pursuit  Of  Lower  Phone  Bills 


For  months  I'd  been  bugging  a 
friend  about  his  reluctance  to  add  a 
modem  to  his  home  computer. 
Then,  while  visiting  a  computer 
store  one  day,  I  was  busy  inspecting 
a  surge  protector  designed  to  pro- 
tect the  surge  protector  I  already 
own  when  something  caught  my 
eye.  It  was  a  modem  that  would 
work  with  John's  Commodore  128, 
complete  with  software  for  only 
$39.95.  I  walked  over  to  him  and 
waved  the  modem  package  slowly 
back  and  forth  before  his  eyes  for 
maximum  hypnotic  effect. 

"That  sure  is  a  good  price  for  a 
modem,"  John  admitted.  "But 
wouldn't  I  end  up  paying  at  least 
that  much  every  month  in  phone 
bills  and  information  service 
charges?" 

He  had  me  there.  I  recalled  my 
own  introduction  to  telecomputing 
and  the  trauma  induced  by  various 
bills  totaling  over  a  hundred  dollars 
for  an  uncontrolled  spree  of  tele- 
computing. 

Node-To-Node  Networking 

Sound  like  a  familiar  complaint? 
Now  there's  a  solution.  How  would 
you  like  unlimited  access  to  hun- 
dreds of  computer  bulletin  boards 
all  over  the  country  for  a  flat  fee  of 
$25  a  month? 

If  you  live  in  the  metropolitan 
areas  of  Atlanta,  Boston,  Chicago, 
Dallas,  Denver,  Detroit,  Houston, 
Los  Angeles,  New  York,  Philadel- 
phia, San  Francisco,  or  Washington 
D.C.,  such  a  service  is  available.  It's 
called  PC  Pursuit,  and  it's  marketed 
by  GTE  Telenet,  one  of  the  giants  of 
the  packet-switching  business. 

What's  packet  switching?  It's  a 
system  used  daily  by  hundreds  of 
businesses  that  have  centralized 
computer  systems  linked  to  branch 
offices  in  different  cities.  Rather 
than  leasing  expensive  data  lines  to 
link  each  branch  office  to  the  cen- 
tral computer,  they  call  a  local  node 
or  connection  point  that  hooks  into 


a  special  long-distance  network. 
The  call  is  routed  through  the 
packet-switching  network  to  anoth- 
er node  that  is  local  to  the  firm's 
central  computer. 

The  vast  bulk  of  data  traffic  on 
packet-switching  networks  occurs 
during  the  business  day.  Although 
the  networks  are  also  used  by  peo- 
ple accessing  commercial  infor- 
mation services  during  off-hours, 
there's  still  a  lot  of  extra  capacity. 
PC  Pursuit  is  an  attempt  by  GTE 
Telenet  to  make  productive  use  of 
those  idle  resources.  Here's  how  it 
works: 

Registered  users  call  a  special 
access  number  via  their  modem  and 
computer.  When  the  connection  is 
established,  the  PC  Pursuit  system 
asks  for  their  phone  number,  the 
city  they  wish  to  call,  and  the 
phone  number  they're  trying  to 
reach.  Next,  the  system  discon- 
nects, temporarily  freeing  the 
phone  line.  Within  20  seconds,  the 
system  calls  back.  The  user  re-es- 
tablishes the  modem  link,  and  then 
the  system  rings  the  number  of  the 
BBS.  If  a  computer  answers,  PC 
Pursuit  reports  that  the  connection 
is  complete.  It's  as  if  the  user  had 
directly  called  the  remote  computer 
himself.  While  the  process  may 
sound  somewhat  complicated,  it  ac- 
tually requires  only  three  pieces  of 
information  from  the  caller,  and 
takes  only  about  a  minute. 

A  Few  Limitations 

For  the  most  part,  PC  Pursuit  works 
well.  1  spent  my  first  evening  call- 
ing BBSs  in  Los  Angeles,  Houston, 
and  Dallas  that  I  had  been  limiting 
my  use  of  to  keep  my  long  distance 
bill  from  resembling  the  national 
debt.  The  quality  of  the  connections 
is  quite  good,  and  the  few  noisy 
lines  I've  encountered  can  probably 
be  blamed  on  a  poor  local  connec- 
tion at  either  end  of  the  telecomput- 
ing link. 

The  cost  savings  can  be  signifi- 


cant, especially  if  you're  a  heavy 
user.  I  figured  that  the  cost  of  mak- 
ing all  of  my  PC  Pursuit  calls  for  the 
first  month  alone  would  have  been 
well  over  $200.  Prospective  users 
must  consider  whether  the  one- 
time $25  registration  and  monthly 
$25  usage  fees  will  actually  save 
money. 

PC  Pursuit  does  have  its  limi- 
tations. You  can  use  the  service 
only  from  a  single,  registered 
phone  number,  typically  the  home 
number  your  computer  is  connect- 
ed to.  The  service  is  offered  only 
during  Telenet's  off-hours,  from  6 
p.m.  to  7  a.m.  Monday  through  Fri- 
day, and  on  weekends  from  6  p.m. 
Friday  to  7  a.m.  Monday.  Each  PC 
Pursuit  connection  can  last  only  60 
minutes  at  a  time  (you  can,  however, 
make  multiple  calls  to  the  same 
number). 

Since  it  takes  longer  to  make  a 
call  and  is  a  somewhat  more  com- 
plicated process,  it  is  more  difficult 
to  use  the  redialing  routines  within 
terminal  programs  to  bust  the  busy 
signals  of  the  most  popular  bulletin 
boards.  And  although  PC  Pursuit 
tells  you  if  the  requested  number  is 
busy,  the  actual  call  cannot  be  mon- 
itored via  a  speaker  on  direct-con- 
nect  modems.  That  makes  it 
impossible  to  hear  recorded  mes- 
sages informing  you  that  a  line  has 
been  disconnected  or  its  number 
changed. 

Also,  packet  switching  reduces 
the  speed  of  the  telecomputing  link. 
I  clocked  my  average  PC  Pursuit 
connection  at  just  a  little  less  than 
1000  bps  (bits  per  second),  even 
though  I  was  using  a  1200  bps  mo- 
dem. Things  slow  down  even  more 
when  transferring  files  with  proto- 
cols such  as  XMODEM — I  clocked 
the  speed  at  720-950  bps. 

If  you're  interested  in  more 
information,  call  GTE's  bulletin 
board  at  1-800-835-3001.  Or,  if 
you  prefer  to  talk  to  a  human,  call 
1-800-368-4215.  © 


December  1985    COMPUTEt     129 


Programming  the  Tl 


C,  Pegena 


Christmas  Graphics 


this  special  Christmas  program, 
can  only  be  typed  in  on  a  TI-99/4A 
console.) 


Try 
(It 


We  Three  Kings 


100  REM   WE  THREE  KING3 

110  CALL  CLEAR 

126)  T-375 

130  CALL  SDUND(2»T,4<?4,  2,39 

2,6, 165, 8) 
140  CALL  CHAR ( 152, "00010103 

03FF7F1F" ) 
150  CALL  CHAR ( 133, "07070F1F 

1C30304" ) 
160  CALL  SCREEN(2) 
170  CALL  CHAR(  154,  ■'e080C0C0 

E0FFFEFS") 
1B0  CALL  CHAR( 155, "E0E0F078 

1B0C0C02") 
190  CALL  CHAR(33, "0000000S1 

5DF7F7e" ) 
200  CALL  SOUNDtT, 440,2, 370, 

6, 165, 9) 
210  CALL  CHAR(34, "020666606 

06773F1  •■) 
220  CALL  CHAR (35, "000000004 

0C0E0F" ) 
230  CALL  SOUND (2tT, 392, 2, 33 

0,6, 165, B> 
240  CALL  CHAR (36, "E0C0D2929 

3333373") 
250  CALL  CHAR (37, "010701000 

1010101") 
260  CALL  CHAR(38, "50F0C01B3 

0G0B0B") 
270  CALL  CHAR(39, "010001030 

70704" ) 
260  CALL  CHAR(40, "F000B0889 

5C86") 
290  PRINT  TAB( 10)  ;  "  I  " 
300  CALL  SaUND(T,330, 2, 196, 

6, 163,9) 
310  CALL  CHAR (41 , "7B7B7BFBF 

BFBFBFB" ) 
320  CALL  CHflR(42, "8080B0E0F 

CFSFBF") 
330  CALL  SQUND(T,370,2,311 , 

6, 123, 9) 
340  CALL  CHAR(43, "030307060 

4010307" ) 
350  CALL  CHAR  (44,  "90000020F 

0F0F0F" ) 
360  CALL  S0UND(T,39Z, 2, 31 1, 

7, 123,9) 
370  CALL  CHAR(45, "030707070 

70F0F0F" ) 
380  CALL  CHAR (46, "B0C0C0C0E 

0E0E0F") 
390  CALL  SOUND (T, 370, 2, 31 1 , 

6, 123,8) 
400  CALL  CHAR(47, "000008081 

aiB3S39") 
410  CALL  CHAR (48, "F9F9F8F8F 

9FDFDFC-') 
420  CALL  S0UND(2tT, 330,2, 19 

6,  6,  165, B) 
430  PRINT  TAB { 10) ;CHR«(34) 


440  PRINT  TAB(B);"#  »   •/.&" 
450  CALL  CHftR(49, "F6E6E0400 

89CFEFE") 
460  CALL  CHAR(50, "070707000 

E0F01 ") 
470  CALL  CHAR(51 , "F0F0FBFC7 

E7C391 1" ) 
4B0  CALL  CHAR (52, "000000000 

01C3FBF") 
490  PRINT  TAB(7)j"'(   )t  ■*■ ,  " 
500  CALL  CHAR (S3, "000000000 

030FBFC" ) 
510  CALL  CHAR(54, "000001030 

707071B") 
520  CALL  CHAR(55, "1F9FCFC7E 

7F3F9FC") 
530  CALL  3aUND(2*T, 494, 2, 39 

2,6, 165,8) 
540  CALL  CHAR(56, "F0F0E6F0E 

0C3CF1F" ) 
550  CALL  CHAR(57, "39190949E 

1F1F9F9") 
560  CALL  CHAR(58, "FDFDFDFDF 

DFDFDFD") 
570  CALL  CHAR(59, "7C0CE0FCF 

FFFFFFF") 
5B0  CALL  CHAR (60, "000103030 

383C7C7" ) 
590  CALL  SDUND(T, 440,2, 370, 

6, 165, 9) 
600  CALL  CHAR (61, "E7F3FBFCF 

EFFFFFF") 
610  CALL  CHAR(62, "C0E6FE7E3 

F1F8FC7") 
620  CALL  SOUND t2*T,392,2, 33 

0,6, 165, B) 
630  CALL  CHAR<63, "070F003B3 

F000F3F" ) 
640  CALL  CHAR(64, "FFFFFF3F8 

000FEFE" ) 
650  CALL  CHAR(65, "B0C0C0D01 

02C4C1C") 
660  PRINT  TAB(7) ; "-. /01  234 

5" 
670  CALL  CHAR(66, "030307030 

91C1F3F" ) 
680  CALL  CHAR(67, "FCFEFFFFF 

F1FC0CE" ) 
690  CALL  SOUND (T, 330, 2, 196, 

6, 165, 9) 
700  CALL  CHAR(68, "FCFEFFFFF 

FIFC0CE" ) 
710  CALL  CHAR(69, "000001010 

1091939") 
720  CALL  BDUND<T,370,2,31 I, 

6, 123, 8) 
730  CALL  CHAR(70, "7BF9F9F8F 

BFCFEFF" ) 
740  CALL  CHAR(71 , "FSF0E0C30 

70F1F3F") 
750  CALL  aOUND(T, 392,2, 31 1 , 

5. 123.8) 

760  CALL  CHAR<72, "9F9F9F9F9 

F9F9F9F") 
770  CALL  CHAR(73, "F9F9F9F1F 

1F1F3F3" ) 
780  CALL  SOUND<T,370,2,  31 1, 

6. 123.9) 

790  CALL  CHAR(74, "FFFFFFFFF 

FFF") 
800  CALL  CHAR(75, "E7E7E7EFE 

F8707Z3" ) 


810  CALL  3DUND(2»T,330,2, 19 

6, 6, 165, 8) 
820  CALL  CHAR(76, "FFFFFFFFF 

FFFFFFF") 
830  CALL  CHAR<77, "ElF0FaFCF 

CFEFEFE") 
B40  CALL  CHAR(78, "3F3F3F3F3 

F3F3F3F") 
850  PRINT  TAB(6) I "6739: ; <-> 

?aABCD" 
360  CALL  CHAR<79, "FCFBF0E0C 

0C1C1C3" ) 
S70  CALL  CHAR (80, " 1B00B0808 

"  > 
880  CALL  CHAR(ai , "3F7F00007 

FFFFFFF") 
890  CALL  CHAR(82, "FF930040C 

0618101") 
900  PRINT  TAB(5) ; "EFBHl! JKL 

nNOPQRS" 
910  CALL  S0UND(2«T, 392,4,33 

0,  8,  165,  10) 
920  CALL  CHAR(83, "383878108 

08") 
930  CALL  CHAR(S4, "79F9F9F9F 

9710101" ) 
940  CALL  CHAR(B5, "FFFFFFFEF 

EFCFBF") 
950  PRINT  TAB<3) ; "TUVHHsLXL 

YVIC\3" 
960  CALL  CHAR(86, "3F7F7F7FF 

FFFFFFF") 
970  CALL  CHAR (87, "F3F3F3F3F 

3F3F3F3" ) 
980  CALL  SaUND{T,392,5,330, 

9,  163,  11) 
990  CALL  CHAR(88, "636171717 

07B7B7C") 
1000  CALL  CHAR(e9, "F7F7F7FC 

FBFBFIEI" ) 
1010  CALL  SOUND(2tT,440,4, 3 

70,8, 147, 10) 
1020  CALL  CHAR(90, "C2a2B688 

8080802") 
1030  CALL  CHAR(91 , "01010103 

03070F1F") 
1040  CALL  CHAR(92, "FEFCFCFB 

F8F8F8F") 
1050  PRINT  TAB(4> J ""^'LHWaL 

bcdVeHf " 
1060  CALL  CHAR (93, "03030306 

040C1BE") 
1070  CALL  CHAR(94, "07070707 

07070703") 
1080  CALL  SOUND (T, 440, 5,370 

, 9, 147, 1 1 ) 
1090  CALL  CHAR(95, "F9F9F9F9 

F9F9F9F9'') 
1100  CALL  CHAR(96, "F8F0F0F0 

E0E4E4C4") 
1110  CALL  SOUND (2IT, 494, 3,3 

92,7, 196,9) 
1120  CALL  CHARt97, "FCFCFCFC 

FCFCFCFC" ) 
1130  CALL  CKAR(98, "60000003 

0F3F3F3F" ) 
1140  CALL  CHAR(99, "3F3F1F00 

a0ElFBFA" > 
1150  PRINT  TAB (4) ; "g_hLHi jL 

NklmnQ" 
1160  CALL  CHAR ( 100, "C387flF3 
F7F7F7F75") 


130     COMPOTEI     December  1985 


1170 

CALL  CHAR < 101, "337373F 

1630 

CALL  CHAR (126, "707070F 

2160 

CALL  HCHAR(23, 16, 140) 

3F3F3F3F3") 

0F0F0F0FB"> 

2170 

CALL  HCHAR(23, 17, 141) 

11S0 

CALL  SOUND (T, 494, 4, 392 

1640 

CALL  CHAR(127, "FBFIFIE 

2180 

CALL  HCHAR(23, 18, 142) 

,8, 196, 10) 

1E1E0E0E'') 

2190 

CALL  HCHAR(Z4,6, 143) 

1190 

CALL  CHAR ( 102, "F0F0E0E 

1650 

CALL  CHAR ( 128, "FCFBF0F 

2200 

CALL  HCHAR(24,7, 144) 

0C0S0a") 

0F0F0F0F") 

2210 

CALL  HCHAR(24,B, 145) 

1200 

CALL  CHAR (103, "2323636 

1660 

CALL  HCHAR<22, 11, 127) 

2220 

CALL  HCHAR<24, 10, 138) 

3C3C3a3B3") 

1670 

CALL  HCHAR(22, 12, 12B> 

2230 

CALL  HCHAR(24, 11,146) 

1210 

CALL  SOUNDd, 587,2,392 

1680 

CALL  CHAR ( 129, "C0C0C0C 

2240 

CALL  HCHAR<24, 12,143) 

,6,247,8) 

0C0C0C0C") 

2250 

CALL  HCHAR(24, 13, 147) 

1220 

CALL  CHAR C 104, "C4C6SE0 

1690 

CALL  CHAR ( 130, "1F1F0F0 

2260 

CALL  HCHAR(24, 15,148) 

E0E0E0E9E") 

F07070703") 

2270 

CALL  HCHAR<24, 16, 149) 

1230 

CALL  CHAR(105, "E7E7E7E 

1700 

CALL  SDUND(T,440,2,262 

2280 

CALL  HCHAR<24, 17, 150) 

7E0E0E0ES") 

,B) 

2290 

CALL  SOUND(T/2,9999,30 

1240 

CALL  SOUND<T, 523,2,370 

1710 

CALL  CHAR (131, "0103030 

) 

,6,220,8) 

303030303") 

2300 

CALL  S0UND<2*T,392,2,2 

1250 

CALL  CHAR! 106, "FCFCFCF 

1720 

CALL  CHAR(132, "C0C0C0B 

94,7, 165,9) 

C000000F4"> 

0808") 

2310 

CALL  S0UND(T,392,4,294 

1260 

CALL  CHAR ( 107, "F2F2F2F 

1730 

CALL  30UND(2»T,392,a,2 

,9, 165, 11) 

2F2EA0404") 

94,6, 196,8) 

2320 

CALL  S0UND(2«T,392,2,2 

1270 

CALL  SaUNE)<T,494,2,392 

1740 

CALL  C0L0R(16, 16, 1) 

94,7, 165,9) 

,6, 196, B> 

1750 

CALL  CHAR<133, "0E0C1C1 

2330 

CALL  S0UND<T,Z94,2,247 

1280 

CALL  CHAR{10a, "7F7FFCF 

C3S3060E") 

,6, 196,8) 

CF0C1031F") 

1760 

CALL  CHAR(134, "0000010 

2340 

CALL  S0UND(2»T,392,2,2 

1290 

CALL  CHAR ( 109, "BF0F1F1 

103030307") 

47,6, 165,8) 

F1F9DBC38") 

1770 

CALL  CHAR(135, "E0C0C0B 

2350 

CALL  SOUND(T,330,2,262 

1300 

CALL  SQUND(T,440,3,370 

08") 

, 6, 131,8) 

,7,220,9) 

1780 

CALL  HCHAR(22, 13, 129) 

2360 

CALL  S0UND(2»T,39Z,2,2 

1310 

CALL  CHAR(110, "F3F3F3F 

1790 

CALL  CHAR(136, "7a7B3Cl 

94.6, 196,8) 

3F3F0F0F") 

C0C030606") 

2370 

CALL  aUUND(T,9999, 30) 

1320 

CALL  CHAR (111," 9E9C9BB 

1800 

CALL  CHAR (137, "6060404 

2380 

CALL  S0UND(2tT,392,3,2 

0B'') 

0404") 

47, 7, 165,9) 

1330 

CALL  SOUND(T,494,3,392 

1810 

CAUL  3DUND(T, 392, 1,294 

2390 

FOR  C-1  TO  15 

,7,220.9) 

.7,196,9) 

2400 

CALL  COLOR(C, 16, 1) 

1340 

CALL  CHAR(112, "070F1F3 

1820 

CALL  HCHflR(2, 23, 156,3) 

2410 

NEXT  C 

F7F7F7E7C") 

1B30 

CALL  VCHAR(4,2B, 158,5) 

2420 

CALL  SOUND(T,392,4,247 

1350 

CALL  CHftR(113, "F8F1E3C 

1840 

CALL  HCHAR(4,26, 157) 

,8,165,10) 

7BE1B"> 

18S0 

CALL  HCHAR(5,2S, 157) 

2430 

CALL  SOIJND(2«T,440,2,3 

1360 

CALL  SOUND(T,440,3,370 

1B60 

CALL  SOUND <2«T, 392, 0,2 

70,6, 147,8) 

,7,220,9) 

94,6, 196,8) 

2440 

CALL  SOUND(T,494,2,370 

1370 

CALL  CHARd  14,  "9C99830 

1B70 

CALL  CHAR (138, "0303030 

,7, 147,9) 

70F1F3F7F") 

10101") 

2450 

CALL  S0UND(2*T,523,  1,3 

I3S0 

CALL  CHARdlS,  "  1F1F1F0 

1S80 

CALL  CHAR(139,  "8080808 

92,5, 131,8) 

00000707") 

080B0C0C") 

2460 

CALL  SOUND (T, 494,  1,392 

1390 

CALL  a0UND<2tT,392,3,3 

1890 

CALL  CHAR( 140, "0606030 

,5,196,7) 

30,7,247,9) 

C0CiClC3C") 

2470 

CALL  SOUND(2*T,440, 1,3 

1400 

CALL  CHAR(116, "ESE5ES0 

1900 

CALL  HCHAR(22, 14, 130) 

92,6, 147,8) 

0003B7C78"> 

1910 

CALL  HCHAR(22, 16, 131) 

2480 

CALL  9OUND(T,494,2,370 

1410 

CALL  CHAR(117, "F4F4F40 

1920 

CALL  CHARt 141, "0103070 

,6,147,9) 

0000C1C7C") 

F0F0E0E0C") 

2490 

CALL  S0UND(2*T,392,2,2 

1420 

CALL  CHARdlB,  ■•FFFFFF0 

1930 

CALL  CHAR(142, "C0C08") 

47,6, 196,8) 

00000E0E") 

1940 

CALL  aOUND(T, 294, 1,247 

2500 

CALL  SOUNDCT, 392,3,294 

1430 

PRINT  TAB{4) t "pqrU«tuv 

,6, 196,8) 

,7, 196,9) 

Mxyi C " 

1950 

CALL  CHAR(143, "303fl3C3 

2510 

CALL  S0UND(2tT,392,2,2 

1440 

CALL  CHAR(119, "3C3C3C3 

C0E") 

47,6, 196,8) 

C3E3E3E3E") 

1960 

CALL  CHAR(144, "0603030 

2520 

CALL  SOUNDCT, 294,2, 196 

1450 

CALL  CHAR ( 120, "C07F3F0 

F0F070707") 

.7, 123,8) 

3") 

1970 

CALL  S0UND<2»T,392,1,2 

2530 

CALL  S0UND(2»T,392,2,3 

1460 

CALL  SOUND(T,370,3,311 

47,7, 165,9) 

30, 6,131,8) 

,7,123,9) 

1980 

CALL  CHAR( 145, "0000000 

2540 

CALL  SOUND(T,330,2,262 

1470 

CALL  CHAR(121, "FFFEFEF 

000e0C0E») 

,6, 131,9) 

000010101") 

1990 

CALL  CHAR(146, "0000a0C 

2550 

CALL  SDUND(3«T,392,2,2 

1460 

CALL  CHAR (122, "3830707 

0E0E"] 

94,6,247,9) 

CALL  COL0R(16, 12, 1) 

0F0E0E0E") 

2000 

CALL  CHAR ( 147, "E0F0703 

2560 

1490 

CALL  SaUND(3tT,330, 3, 1 

B"> 

2570 

CALL  CaL0R(16, 16, 1) 

94,7, 165,9) 

2010 

CALL  HCHAR(22, 17, 132) 

2580 

CALL  KEY(0,K,S) 

1900 

CALL  CHAR (156, "FF") 

2020 

CALL  HCHAR(22, IB, 133) 

2590 

IF  S<1  THEN  2S60 

1510 

CALL  CHAR(157, "0102040 

2030 

CALL  CHAR(i48, "C0C0C0C 

2600 

CALL  CLEAR 

8102040B") 

0F0783C1C") 

2610 

PRINT  "HAVE  A  HAPPY  HQ 

1520 

CALL  CHAR (15B, "8080808 

2040 

CALL  CHAR(i49, "3CiC0E0 

LIDAY  SEASON! "::::: 

1530 

08080808") 

PRINT  TAB(4) ( " 1  }  " " 

2050 

707") 

CALL  SOUND(T, 330, 1,262 

2620 

END                     @ 

1540 

PRINT  TAB(4) ; " 1 " 

,6, 131,8) 

15S0 

CALL  HCHAR(2,27, 152) 

2060 

CALL  CHAR(IS0, "lClCia0 

1560 

CALL  HCHAR(3,27, 153) 

a") 

1570 

CALL  HCHAR(2,28, 134) 

2070 

CALL  HCHAR(23,7, 134) 

1580 

CALL  HCHAR(3,2a, 155) 

2080 

CALL  HCHAR(23,8, 135) 

1590 

CALL  CHAR ( 123, "FS7C7C3 

2090 

CALL  HCHAR(23, 10, 136) 

C3E1F1F0E") 

2100 

CALL  HCHAR(23, 11, 137) 

1600 

CALL  CHAR (124, "3030303 
03030303") 

2110 

CALL  SDUND(2»T,392, 1 ,2 
94,6, 165,8) 

1610 

CALL  CHAR(125, "FFFCFCF 

2120 

CALL  HCHAR(23, 12, 124) 

8F0F0E0E") 

2130 

GALL  HCHAR«23, 13, 129) 

1620 

CALL  SOUND (2tT, 370, 2, 2 

2140 

CALL  HCHAR(23, 14, 138) 

94,6,220,8) 

2150 

CALL  HCHAR(23, 15, 139) 

Decemtjsr  19S5    COMPUTEI     131 


INSIGHT:  Atari 


Bill  Wilkinson 


The  Hidden  Power  Of  Atari  BASIC 


This  month  we're  going  to  look  at 
good  old  Atari  BASIC.  For  once, 
though,  I'm  not  going  to  talk  about 
its  problems.  Instead,  I'm  going  to 
tell  you  about  a  few  of  its  many 
virtues.  If  you've  been  reading  my 
column  since  it  first  appeared  in  the 
September  1981  issue  of  compute!, 
then  some  of  this  may  seem  repeti- 
tive; but  it's  time  to  introduce  new- 
comers to  some  of  this  material. 

Unfortunately,  I  am  beginning 
to  see  more  and  more  poorly  writ- 
ten Atari  BASIC  programs.  Gener- 
ally, what  happens  is  that  someone 
hot  too  well-versed  in  Atari  BASIC 
attempts  to  translate  a  program 
from  another  computer's  BASIC 
and  botches  the  job.  The  last  straw, 
for  me,  was  a  recently  released 
book  which  is  full  of  CAI  (Com- 
puter Assisted  Instruction)  programs. 
All  the  programs  do  much  the  same 
thing,  and  all  the  programs 
are. ..well,  just  a  lot  of  work  for  so 
little  value. 

Now,  I'm  all  for  using  a  com- 
puter for  drill  and  practice,  even 
though  most  of  the  educational 
programs  which  do  this  are  dull 
and  unimaginative  (and  often  over- 
priced). But  even  the  plainest  of 
CAI  programs  can  at  least  free  up  a 
teacher  or  parent  for  20  or  30  min- 
utes while  a  student  is  checking  his 
or  her  knowledge.  And  if  all  you 
want  your  CAI  program  to  do  is  ask 
questions  and  wait  for  a  response, 
then  all  such  programs  can  be  es- 
sentially the  same.  So  that's  what 
I'm  going  to  give  you  this  month:  a 
"formula"  program  for  drill  and 
practice. 

I  also  mentioned  that  we 
would  look  at  some  of  the  virtues  of 
Atari  BASIC,  so  let's  do  that  first. 
Among  microcomputer  BASICs, 
Atari  BASIC  is  nearly  unique  in  its 
flexibility  in  the  use  of  GOTO,  GO- 
SUB,  and  RESTORE.  Specifically, 
each  of  these  statements  accept  any 
numeric   expression   as    the   line 


number  they  reference.  Combined 
with  Atari  BASIC'S  variable-name 
flexibility,  this  means  you  can  code 
such  oddities  as: 

GOSUB  CALCULATEGROSSPAY 

and 

RESTORE  20000  +  10*CURRENTROOM 

Most  Atari  BASIC  books  refer 
to  these  capabilities  briefly,  if  at  all. 
But  there  is  some  real  hidden  power 
here,  as  we  are  about  to  find  out. 
Rather  than  belabor  the  point,  let's 
take  a  look  at  the  accompanying 
listing  and  analyze  it  a  step  at  a 
time. 

Using  Variables  As  Labels 

Line  1010  is  fairly  obvious,  so  let's 
start  with  lines  1060  to  1080.  The 
variables  being  set  here  are  actually 
going  to  be  used  as  labels,  the  tar- 
gets of  GOTO  and  GOSUB  state- 
ments. The  only  thing  you  have  to 
be  careful  of  with  this  method  is 
renumbering — some  renumbering 
utilities  warn  you  when  they  en- 
counter a  variable  being  used  as  a 
label,  and  some  don't. 

Now,  after  setting  the  DATA 
pointer  in  line  1090,  we  get  a  line  of 
DATA,  assigning  the  first  byte  to 
the  variable  TYPE$.  The  action  we 
take  next  depends  on  what  type  of 
line  we  got.  We  use  an  exclamation 
point  to  indicate  a  screen  clear  is 
needed,  a  colon  for  an  extra  blank 
line,  and  a  period  to  flag  an  ordi- 
nary text  line.  In  any  of  these  cases, 
we  print  the  rest  of  the  line  and  get 
another  one.  If  the  type  is  an  aster- 
isk, the  program  halts.  If  the  type  is 
a  question  mark,  then  it's  time  for 
the  student  to  answer. 

At  this  time,  let's  look  at  the 
DATA  in  lines  10000-10003.  The 
first  line  begins  with  an  exclama- 
tion point,  so  the  screen  is  cleared 
and  it  is  printed.  Then  the  colon 
asks  for  a  blank  line  before  the  next 
line  is  displayed.  Finally,  the  ques- 
tion mark  tells  the  program  to  ask 


for  a  response.  But  what's  the  rest 
of  that  funny  stuff:  1  =,Y,0,10010? 

Back  at  lines  1200-1260,  you 
can  see  that  the  digit  (a  1  in  line 
10002)  tells  the  number  of  possible 
answers  to  the  question,  and  the 
next  character  indicates  the  type  of 
answer  which  is  acceptable  (the 
equal  sign  here  asks  for  an  exact 
match).  The  program  then  prompts 
the  user  for  an  answer  (the  #16 
suppresses  the  INPUT  prompt)  and 
prepares  to  test  its  validity.  The 
loop  in  1310-1360  checks  each  valid 
answer  against  the  user's  response. 

If  an  exact  answer  is  needed, 
even  the  length  of  the  answer 
counts,  (Example:  In  line  10002,  we 
have  allowed  only  a  single  exact 
answer,  the  letter  Y.)  Another  flag 
indicates  whether  the  valid  answer 
can  be  found  somewhere  in  the 
user's  response  line.  Line  10012,  for 
example,  passes  any  answer  con- 
taining the  word  GRANT  (such  as 
MIGRANT  WORKERS),  so  some 
care  is  needed  in  using  this  type. 
Finally,  if  none  of  the  valid  answers 
matches  the  user's  response,  the 
program  falls  through  to  lines 
1400-1420. 

So  far,  all  this  has  been  very 
straightforward,  and  it  would  work 
on  almost  any  BASIC.  Now  comes 
the  tricky  stuff.  Look  at  line  1320, 
where  we  READ  numbers  into  the 
variables  GOSUBLINE  and  DATA- 
LINE.  What  we're  doing  is  estab- 
lishing an  action  to  take  and  a  new 
set  of  DATA  to  access  if  the  user's 
response  matches  a  valid  answer. 
Similarly,  in  line  1420  we  read  val- 
ues to  be  used  if  no  valid  answer  is 
given.  Finally,  the  "magic"  of  this 
program  is  revealed  in  lines  1510 
and  1520. 

If  we  READ  a  number  other 
than  zero  for  GOSUBLINE,  the  pro- 
gram actually  GOSUBs  to  that 
number.  And,  in  any  case,  we 
change  the  DATA  pointer  to  the 


132     COMPUTEl      December  1985 


new  DATALINE.  If  you  can't  pre- 
dict what  happens  if  you  answer 
DUCK  to  the  second  question  (be- 
cause of  the  DATA  in  lines  10012- 
10014),  please  type  this  progrann 
and  try  it  out. 

Now,  the  real  beauty  of  this 
program  is  that  it  works  with  al- 
most any  kind  of  question  and  an- 
swer session.  It  allows  for  multiple 
choice  questions  (use  a  format  like 
?3=,A,0,100,B,0,100,C,0,200),  true/ 
false,  and  so  on.  It  provides  for 
special  help  if  needed  (via  the  GO- 
SUBLINEs).  And,  last  but  by  no 
means  least,  it  is  expandable.  You 
could  add  many  different  statement 
types,  question  types,  or  whatever 
quite  easily.  And  it's  all  made  possi- 
ble thanks  to  Atari  BASIC. 


Multiple  Choice  Quiz 


DL  10190 

KF  1010 

II  1060 

lil  1070 

K  10B0 
CC  1090 

PL  1  100 

n  1110 

FJ  1120 

DN  1  130 

DC  1140 

GK  1150 

CE  1  160 
6B  1  170 
ON  1200 

Jl  1210 

DI  1220 

PL  1230 

KG  1Z40 

DC  1250 

FL  1260 
08  1300 

NF  1310 
CK  1320 

BL  1330 

If   1340 

CO  13S0 

DL  1360 
EI  1400 

JA  1410 


REM  ===  INITIALIZATI 
ON  =  =  = 

DIM  LINE«( 120) ,  ftNS« 
C20) ,  TYPE* { 1 ) 
INEXACT=-2000:  EXAl:T  =  2 
100 
MAINLOOP=1100:QUESTI 

DN=1200 

MATCHED=1300 

RESTORE  10000:REM  wh 

ere  we  start 

REM  ===  THE  MASTER  L 

OOP  === 

READ  LINES: TYPE*=LIN 

E* 

IF  TYPE*="?"  THEN  60 

TO  QUESTION 

IF  TYPE«="  I  ■■  THEN  PR 

INT  CHR* ( 1251 ; 

IF  TYPE«=":"  THEN  PR 

INT 

IF  TYPE*="»"  THEN  EN 

D 

PRINT  LINEt(2) 

GOTO  MAINLOOP 

REM  ==-  PROCESS  A  QU 

ESTION  === 

DCNT  =  VflL (LINE* (2, 2)  ) 

TYPE»=LINE» (3) 

POSITION  2,20 

PRINT  CHRt (156> ;CHR* 

< 156) ; 

PRINT  "VQur  Answer  ? 


INPUT  #16, LINE* 

REM  ===  PROCESS  THE 

ANSWER  === 

FOR  ANS=1  TO  QCNT 

READ  ANS»,eOSUBLINE, 

DATALINE 

IF  TYPE*="»"  THEN  GO 

SUB  INEXACT 

IF  TYPE*="»"  THEN  GO 

SUB  EXACT 

IF  HATCH  THEN  GOTO  M 

ATCHED 

NEXT  ANS 

REM  ===  ANSWER  DOESN 

'T  MATCH  -=» 

REM     (read    error      cond 

itions     and     -fall     thru 

) 


PO  1420 

READ  GOSUBLINE, DATAL 

INE 

SC  1500 

REM  ===  ANSWER  MATCH 

ED  =  =  = 

FF  15  10 

IF  GOSUBLINE  THEN  GO 

SUB  GOSUBLINE 

CC  15  2  0 

RESTORE  DATALINE 

a  1530 

GOTO  MAINLOOP 

LD  2000 

REM  ===  INEXACT  MATC 

H  ROUTINE  === 

GK  2010 

MATCH=0: ALEN=LEN(ANS 

«) 

SB  2020 

SIZE=LEN(L1NE*) -ALEN 

+  1 

AL  2030 

IF  SIZE<1  THEN  RETUR 

N 

FOR  CHAR=1  TO  SIZE 

SH2040 

6L2050 

IF  LINE* (CHAR, CHAR+A 

LEN-1)=ANS*  THEN  MAT 

CH=1 : RETURN 

CF  2060 

NEXT  CHAR 

Y.i   2070 

RETURN 

EN  2100 

REM  ===  EXACT  MATCH 

ROUTINE  === 

ED  2  1  1  0 

MATCH=(ANS*=LINE*) 

KF  2120 

RETURN 

KK  10000 

DATA  IReady  to  try 

out  this  program? 

KF  10001 

DATA  :    (answer  Y  o 

r  N) 

U  10002 

DATA  71=, Y,0, 10010 

FL  10003 

DATA  0, 10000 

FJ  10010 

DATA  lA  tribute  to 

Groucho  Marx: 

CK  10011 

DATA  :HhQ  is  buried 

in  Grant's  tomb? 

I1H  10012 

DATA  ?2#, GRANT, 0, 10 

040 

HF  10013 

DATA  DUCK, 10020, 100 

30 

CJ  10014 

DATA  10050,10060 

IH  10020 

REM  special  sound  r 

out  i  ne 

KI  10021 

FOR  FRED=120  TO  20 

STEP  -10 

C6  10022 

FDR  V0LUME=15  TD  0 

STEP  -0.5 

ir.   10023 

SOUND  0,FRED, 10, VOL 

UME 

J  10024 

NEXT  VOLUME: NEXT  FR 

EO 

K\   10025 

RETURN 

LE  10030 

DATA  1  You  sai  d  the 

secret  word ! 

LH  10031 

DATA  :You  win  *100. 

W   10032 

DATA  « 

KL  10040 

DATA  IGreat!   You  g 

et  thB  consolation 

PI  10041 

DATA  .prize  of     «50. 

DL  10042 

DATA  t 

LE  10050 

REM  raspberry 

FK  10051 

FOR  V0LUME=15  TO  0 

STEP  -0.25 

PK  10052 

SOUND  0, 4, 80, VOLUME 

;NEXT  VOLUME 

NJ  10053 

RETURN 

KH  10060 

DATA  ISorry.    You  1 

DATA  «               ® 

m 10061 

COMPUTE! 

TOLL  FREE 

Subscription 

Order  Line 

800-334-0868 

lnNC919-275-9S09 


of  articles 
from  this 
publication 
are  now 
available 
from  the 


MmwmM 


Clearinghouse. 

For  more  information 
about  the  Clearinghouse, 
please  fill  out  and  mail  back 
the  coupon  below. 


MArtide. 
Cleannghouse 


Yes!  I  would  like  to  know  more  about  UMI 
Article  Clearinghouse.  I  am  interested  in 
electronic  ordering  through  the  following 
sy5lem(s): 

D  DlAU5G/Dialorder  D  ITT  Dialcom 
□  OnTVme  □  OCLC  ILL 

Subsystem 

D  Other  (please  specify) 

O  I  am  interested  In  sending  my  order  by 
mail. 


G  Please  send  me  your  current  catalog  and 
user  instructions  for  the  systemls)  I 
checked  above. 


Name- 
Title— 


Institution/Company- 


DepartmenL 

Address 

City 

Phone ( 


-State- 


-Zip- 


Msil  to;  University  Mfcrofitms  International 

300  North  Zeeb  Road,  Box  91  Ann  Arbor,  HI  48106 


December  1935    COMPUTE)     133 


IBM  Personal  Computing 


Donald  B.  Trivette 


Diary  Of  A  Home  Application 


Few  of  us  appreciate  how  much 
time  and  effort  goes  into  successful 
software.  This  month  we're  going 
to  take  an  inside  look  at  one  of 
today's  best-selling  home  programs 
for  IBM  computers — Andrew  Tobias' 
Managing  Your  Money. 

September  1982.  Micro  Educa- 
tion Corporation  of  America  (MECA) 
looks  for  ways  to  enter  the  lucrative 
personal  computer  market.  A  mar- 
ket survey  and  analysis  shows  that 
home  users  are  interested  in  finan- 
cial software.  MECA  decides  to  de- 
velop a  tutorial-type  financial 
program  for  the  Atari  and  to  em- 
ploy a  "big  name"  to  promote  the 
product.  Louis  Rukeyser  of  Wall 
Street  Week  is  contacted;  he  gra- 
ciously declines.  Another  proposal 
goes  to  syndicated  columnist  Sylvia 
Porter;  no  reply  is  received.  MECA 
looks  for  another  name. 

December  1982.  Andrew  Tobi- 
as, author  of  the  best-selling  book 
The  Only  Investment  Guide  You'll 
Ever  Need,  agrees  to  provide  his 
name  and  guidance — for  a  percent- 
age. (He  too  almost  missed  out 
when  his  agent,  unaware  of  the 
potential  profits,  neglected  to  re- 
turn MECA's  calls.  Eventually 
MECA  contacted  Tobias  directly.) 

Tobias  and  Jerry  Rubin,  the 
master  programmer/designer  and 
president  of  MECA,  meet  to  discuss 
possibilities.  They  decide  to  devel- 
op the  product  for  the  IBM  PC, 
which  seems  to  be  gaining  momen- 
tum in  the  market.  The  program 
begins  to  evolve  from  the  initial 
concept  of  a  tutorial  with  cartoon 
characters  and  balloons  of  text  to  a 
more  serious  program  that  can  be 
used  to  plan  and  record  financial 
transactions. 

Steve  Wagar,  a  recent  Yale 
computer  science  graduate,  begins 
writing  a  special  computer  lan- 
guage called  SEESAW  (System  Ele- 
gantly Enmeshing  Screens  And 
Worksheets)  in  which  MYM  will  be 
programmed.  Spencer  Martin,  tak- 


ing a  year  off  between  high  school 
and  college  to  swim  in  the  Olympic 
trials,  joins  the  programming  team. 
So  does  Jim  Russell,  a  student  at  the 
Massachusetts  Institute  of 
Technology. 

Summer  1983.  Rubin  gleefully 
demonstrates  a  screen  to  Tobias, 
who,  knowing  nothing  about  com- 
puters and  programming,  fails  to 
appreciate  its  significance.  "My 
God,"  he  thinks,  "six  months  and 
all  we've  got  is  one  or  two  screens 
where  I  can  type  my  name  and  a 
few  numbers." 

Fall  1983.  The  project  is  far 
enough  along  so  that  Tobias,  using 
a  WordStar  interface  to  SEESAW, 
can  write  the  help  screens  and  com- 
pose the  program's  text — a  job  that 
eventually  takes  six  months. 

January  1,  1984.  The  goal  for 
the  release  of  MYM  slips  by  while 
initial  product  testing  begins  in 
Westport,  Connecticut.  A  group  of 
20  people — some  experienced  com- 
puter users,  some  not — are  given 
copies  to  take  home.  Later  they  are 
invited  to  headquarters  for  a  de- 
briefing while  Rubin,  Tobias,  and 
others  watch  tensely  through  a 
one-way  mirror,  suppressing  the 
urge  to  pound  on  the  wall  and  yell, 
"No,  you  idiot,  not  that  key,  the 
other  key!" 

MYM  takes  shape  as  an  inte- 
grated financial  program  with  nine 
sections  or  chapters.  Chapter  1  is 
for  new  users  who  know  nothing 
about  computers;  Chapter  2  is  a 
reminder  pad;  Chapter  3  is  a  budget 
and  checkbook;  Chapter  4  is  an  in- 
come tax  estimator;  Chapter  5  is  for 
insurance  planning;  Chapter  6  is  a 
calculator;  Chapter  7  is  a  portfolio 
manager;  Chapter  8  is  a  net  worth 
summary  combining  data  from  the 
other  chapters;  and  Chapter  9  is  a 
comprehensive  index. 

March  19,  1984.  Tobias  ap- 
pears on  the  Today  show  to  intro- 
duce MYM  and  the  first  300  copies 
are  shipped  to  dealers.  A  bug  is 


uncovered  and  MECA  replaces  all 
300  copies  at  its  own  expense.  An- 
other bug  is  uncovered  and  500 
copies  are  replaced.  A  WATS  line 
with  12  customer  support  people  is 
set  up  to  answer  questions  and  help 
users.  MECA  continues  to  improve 
MYM  and  to  provide  free  updates  to 
registered  owners. 

Summer  1984-Spring  1985. 
Tobias  travels  more  than  60,000 
miles  promoting  MYM  in  software 
stores,  at  trade  associations,  and  on 
radio  and  TV  talk  shows.  The  pro- 
gram gets  good  reviews  and  IBM 
markets  a  cartridge  version  for  the 
PCjr. 

Summer  1985.  Starting  with  a 
wish  list  compiled  from  customer 
suggestions,  MECA  begins  work  on 
version  2.0 — a  major  update.  Rubin, 
Marrin,  Russell,  and  four  new  pro- 
grammers add  75  enhancements. 
Rubin  and  Russell  spend  weeks  on 
an  option  to  make  the  fiscal  year 
different  from  the  calendar  year; 
Tobias  writes  an  expanded  15,000- 
word  manual.  MECA  engages  a 
software-testing  company  which 
generates  more  than  120  Trouble 
Reports  that  ultimately  have  one  of 
three  resolutions:  Already  Fixed;  To 
Be  Fixed;  and  Not  a  Bug  After  All. 
The  testing  costs  more  than 
$50,000. 

October  1985.  Andreio  Tobias' 
Managing  Your  Money  version  2.0 
ships  to  dealers.  Current  owners 
who  signed  up  for  the  newsletter 
and  warranty  plan  ($40/year)  re- 
ceive the  update  free.  Other  regis- 
tered owners  can  purchase  the 
update  for  $50. 

fMYM  2.0  lists  for  $199.95  and 
requires  an  IBM  PC  or  compatible 
with  tivo  disk  drives  and  at  least  192K 
of  RAM;  IBM  markets  version  1.0  in 
cartridge  form  for  the  Enhanced  Model 
PCjr  at  the  same  price.  MECA,  285 
Riverside  Avenue,  Westport,  CT 
06880.)  © 


134     COMPUTE!     December  1985 


What  the  world  really  needs 
is  a  69  cent  i 

Double  Sided,  Double  Density  Diskette 
with  a  LIFETIME  WARRANTY! 


And  DISK  WORLD!  has  it. 


introducing  Super  Star  Diskettes: 

the  high  quality  diskette  with 

the  lowest  price 

and  the  best  LIFETIME  WARRANTY! 


In  the  course  of  selling  more  than  a  million  diskettes 
every  month,  we've  learned  something:  higher  prices  don't 
necessarily  mean  higher  quality. 

In  lad,  y/e've  found  that  a  good  diskette  manufacturer 
simply  manufactures  a  good  diskette,, .no  matter  what 
Ihey  charge  for  il  (By  way  of  example,  consider  thai  norie 
of  the  tirands  that  we  carry  has  a  return  rate  of  greater  than 
l/l.OOQthof  }  percent!) 

In  other  words,  when  people  buy  a  more  expensive 
diskette,  they  aren't  necessarily  buying  higher  quality 

The  extra  money  might  be  going  toward  flashier  adver- 
tising, snazzier  packaging  or  simply  higher  profits. 

But  the  extra  money  in  a  higher  price  isnt  buying  better 
quality. 

All  of  the  good  manufacturers  put  out  a  good  diskette. 

Period. 

How  to  cut  diskette  prices 
...without cutting  quality. 

Now  this  discovery  posed  a  dilemma;  hov;  to  cut  the 
price  of  diskettes  without  lowering  the  quality. 

There  are  about  B5  companies  claiming  to  be  "diskette" 
manufacturers 

Trouble  is.  most  of  them  aren't  manufacturers, 

Ralher  they  are  fabricators  or  marketers,  taking  other 
company's  components,  possibly  doing  one  or  more  steps 
of  the  processing  themselves  and  pashng  their  labels  on 
the  finished  produt:t. 

The  new  Eastman  Kodak  diskettes,  for  example,  are  one 
of  these.  So  are  IBM  S'-i"  diskettes.  Same  for  DVSAN. 
Polaroid  and  many,  many  other  familiar  diskette  brand 
names.  Eacti  of  these  diskettes  is  manufactured  if)  whole 
or  in  part  tjy  another  company' 

So,  we  decided  to  act  just  like  the  big  guys  Thai's  how 
we  would  cut  diskette  prices.,, without  lowering  the 
quality. 

We  would  go  out  and  find  smaller  companies  to  manu- 
facture a  tliskette  to  our  specifications,  specifications 
which  are  higher  than  most, ,  .and  simply  create  our  own 
"name  brand"  diskette. 

Name  brand  diskettes  that  offered  high  quality  at  low 
prices. 

^11  I  I  I  I  I  I  I     I  M  I  ^ 


CASES 


DISK  CADDIES 

The  original  fiip-up  holder  for 
10  5'/i"  diskettes.  Beige  or  Grey 
only. 

S1.65  ea.  +  .20  Shpng, 

DISKETTE  70  STORAGE 

Dust-free  storage  (or  70  5W" 
diskettes.  Six  dividers  included. 
An  excellent  value. 
$9.95  ea.-i-S3.00  Shpng. 


HOURS: 

Human:  8AM-6PM  Central  Time,  Monday  through  Friday 

Answering  Machine:  5PM-8AM,  All  Times 

MCI  MAIL:  24  hours  a  day. 


1^  SUPER    ^^^^^^^^^H 
STAR      ^^^^^^^^^^H 

51/4-          " 

W         5Vt' 

SSDD 

DSDD 

.55  ea. 

1   .69  ea. 

Qty.50 

1        Qty.50 

Super  Star  diskettes  are  sold  in  multiples  ol  50  only.  Diskeites  are 
shipped  v/itti  white  Tyvec  sleeves,  reintorced  hubs,  user  ID  labels 
and  write-protect  tabs 

Boy,  did  we  get  lucky.  Our  Super  Star 

Diskettes  are  the  same  ones  you've  been 

using  for  years. ..witliout  knowing  it. 

In  cur  search  for  the  low  priced,  high  qualily  diskette  of 
our  dreams,  we  found  something  even  more  interesting. 

We  lound  that  there  are  several  manufacturers  who 
don't  give  a  hoot  about  the  consumer  market  for  their 
diskettes  They  don't  spend  millions  of  dollars  in  advertis- 
ing trying  to  get  you.  the  computer  user,  to  use  their 
diskettes 

Instead,  they  concenlrate  their  efforts  on  turning  out  the 
highest  quality  diskettes  they  can  ,  because  they  sell 
them  Jo  the  software  publishers,  computer  manutaclurers 
and  other  folks  who  (in  turn)  put  their  name  on  them,,  .and 
sell  them  for  much  higher  prices  to  you! 

After  all.  when  a  software  publisher  or  computer  manu- 
facturer or  diskette  marketer  puts  their  name  on  a  diskette, 
Ihey  want  it  to  work  lime  after  lime,  everytime,  (Especially 
software  publishers  who  have  the  nasty  habi:  of  copy- 
protecting  their  onginals!) 


HOW  TO  ORDER: 


ORDERS  ONLY: 

1-800-621-6827 

(In  tllinois:  1-312-256-7140) 

INQUIRIES: 

1-312-256-7140 

FOR  FASTEST  SEflVIGE,  USE  NO-COST  UICI IWAIL: 
Our  address  is  DISKORDER  It's  a  FREE  (MCI  MAIL 
letter  No  charge  to  you  {Situation  permitting,  we'll 
ship  these  orders  in  24  hours  or  less.) 

SHtPPING:  5'i"  a  3'5-  DISKETTES-Add  S3  OP  per  each 
100  or  It'iver  diskeltes  OTHER  ITEMS:  Add  shipping  charjes 
as  stiown  in  addition  to  oltier  shipptng  charges  PAYMENT: 
VISA,  MASTERCARD  and  Prepaid  orders  accepted  COD  OR- 
DERS: Add  additional  S5.00  special  handling  charge.  APO, 
FPO.  AK.  HI  i  Pfl  ORDERS:  Include  shipping  ctiaiges  as 
shown  and  addilional  i'<  of  total  order  amount  to  cover  PAL 
and  insurance  We  ship  only  10  tthiled  Slates  addresses,  except 
lor  those  listed  above,  TAXES:  lllmois  residents,  add  7% 

,  sales  tax 

\  MINIMUM  ORDER;  S35 00 


Super  Star  Diskettes.  You  already  know 

flow  good  they  are.  Now  you  can  buy 

them...  cheap. 

Well,  that's  the  story 

Super  Star  diskettes  don't  roll  off  the  boat  from  Pago- 
Pago  or  emerge  from  a  basement  plant  |ust  east  of 
Nowhere. 

Super  Star  diskettes  have  been  around  for  years,  and 
you've  used  them  for  years  as  copy-protected  software 
originals,  unprotected  originals.  Sometimes,  depending 
on  which  computer  you  own.  the  system  master  may  have 
been  on  a  Super  Star  diskette.  And  maybe  more  than  once. 
you  ve  Pought  a  box  or  tvio  or  more  of  Super  Star  diskettes 
without  knowing  it.  They  |ust  had  some  "big'  company's 
name  on  them 

Super  Star  Diskettes  are  good.  So  good  that  a  lot  of 
major  software  publishers,  computer  manufacturers  and 
Dthe  r  diskette  marketers  buy  them  in  the  tens  or  hundreds 
of  thousands. 

We  buy  them  in  the  millions. 

And  than  we  sell  them  to  you. 

Cheap, 

When  every  little  bit  counts, 
it's  Super  Star  Diskettes. 

You've  used  them  a  hundred  times. ..under  diffefenl 
names. 

Now,  you  can  buy  the  real  McCoy,  the  same  diskette  that 
major  software  publishers,  computer  manufacturers  and 
diskette  marketers  buy  ,  and  call  their  own 

We  simply  charge  less 


Super  Special! 


Order  50  Super  Star  Diskettes 
and  we'll  be  happy  to  sell  you  an 
Amaray  fifledia-fVlate  50  for  only 
S8,75.  shipping  included,  .a  lot 
less  than  the  suggested  retail  price 
ofS15.95. 


h 


DISK  WORLD!,  INC. 


Regular  DISK  WORLD!  price:  S9.69  ea. 
-S2.00  Shpng. 


TKe  Super  Star 
LIFETIME  WARRANTY! 


Super  Star  Diskettes  are  unconditionally  warranted 
against  defects  in  onginal  material  and  workmanship 
so  long  as  owned  by  the  original  purchaser.  Returns 
are  simple:  lust  send  the  defective  diskettes  with  proof 
of  purchase,  postage-paid  by  you  with  a  short  expla- 
nation of  the  problem,  and  we'll  send  you  the  replace- 
ments, (Incidentally,  coffee  stained  diskettes  and 
diskettes  with  staples  driven  through  them  don't 
qualify  as  "defective",) 


WE  WILL  MEET  OR  BEAT  ANY  NATIONALLY 

ADVERTISED  PRICE 

ON  THE  SAME  PRODUIITS  AND  QUANTITIES 

SUBJECT  TO  TflE  SAME  TERMS  AND  CONDITIONS. 


629tareen  Bay  Road 
Wilmette,  Illinois  60091 


ATARI  DISK  DRIVE  OWNERS  . . . 
HAPPY  BLASTS  RETAIL  PRICE— ORDER  TOLL  FREE! 


THE  FAMOUS  HAPPY  ENHANCEMENT  NOW  ONLY  $149.95 
for  1050  order  number  HCIC,  for  810  order  number  HC8C 

Makes  your  disk  drive  read  and  write  faster,  and  allows  you  to  execute  the  HAPPY  WARP  SPEED  SOFTWARE. 
Available  only  for  ATAR1 1 050  and  81 0  disk  drives.  1 050  version  allows  true  double  density  plus  the  original  single 
and  enhanced  density.  PRICE  INCLUDES  WARP  SPEED  SOFTWARE  BELOW,  installation  required. 

HAPPY  WARP  SPEED  SOFTWARE  REV  7  (not  sold  separately) 

Includes  the  famous  HAPPY  BACKUP  and  COMPACTOR  which  are  the  most  powerful  disk  backup  utilities 
available  for  your  ATARI  computer,  plus  MULTI  DRIVE  which  allows  high  speed  simultaneous  reading  and  writing 
with  up  to  4  HAPPY  ENHANCED  drives,  plus  SECTOR  COPIER  which  is  the  fastest  disk  copier  that  supports  the 
130XE  RAMDISK,  plus  the  WARP  SPEED  DOS  which  improves  ATARI  DOS  2.0s  to  allow  fastest  speed,  plus 
HAPPY'S  DIAGNOSTIC  which  allows  comprehensive  disk  drive  testing. 

HAPPY  1050  CONTROLLER  $64.95  order  number  HC2C 

For  use  with  HAPPY  ENHANCED  1050  disk  drives  only.  Allows  easy  access  to  HAPPY  1050  slow  and  fast  speeds 
and  ultimate  control  of  disk  drive  write  protect,  including  writing  to  disk  back  side  and  protecting  valuable  data 
disks.  Printed  circuit  board  has  switches  and  write  protect  indicator  LED,  installation  required. 

GET  YOUR  FAVORITE  HIGH  SPEED  DOUBLE  DENSITY  DOS 

Both  of  these  disk  operating  systems  support  the  fastest  speed  with  both  HAPPY  810*  and  1050,  and  with  HAPPY 
1 050  you  get  true  double  density.  WARP  SPEED  DOS  XL  is  HAPPY'S  own  version  of  OSS  DOS  XL,  and  includes 
under  cartridge,  under  ROM  and  AXLON  RAM  disk  version,  and  is  order  number  HC4C  at  $29.95.  TOP  DOS 
version  1 .5  from  ECLIPSE  SOFTWARE  has  more  menu  driven  features,  operates  in  all  three  densities,  supports  the 

130XE  RAMDISK,  and  is  order  number  HC6C  at  $39.95,  'Note:  810  requires  upgrade  below. 

810  VERSION  7  UPGRADE  $49.95  order  number  HU3C-XXXX 

Al  lows  older  81 0  HAPPIES  to  use  newer  software.  Includes  custom  plug  in  IC  and  rev  7  WARP  SPEED  SOFTWARE. 
Same  price  for  all  HAPPY  810s  registered  or  not.  When  ordering  replace  XXXX  in  part  number  with  the  serial 
numberofyour  HAPPY  COMPUTERS  manufactured  810  board,  or  with  a  2732  or  2532  which  corresponds  to  the 
EPROM  part  number  in  your  HAPPY  810  socket  A102  of  your  side  board  modified  HAPPY  (not  made  by  HAPPY 
COMPUTERS),  installation  required.  Upgrade  not  needed  for  new  810  HAPPYS  and  serial  number  over  8000. 

SUPER  PACKAGE  SPECIALS 

Get  a  HAPPY  1050  ENHANCEMENT  and  CONTROLLER  and  WARP  SPEED  DOS  XL  for  just  $199.95  order 
number  HS5C,  or  get  the  same  with  TOP  DOS  1 .5  instead  of  DOS  XL  for  just  $21 4.95  order  number  HS7C.  If  you 
already  have  the  1 050  ENHANCEMENT  you  can  get  the  HAPPY  1 050  CONTROLLER  and  WARP  SPEED  DOS  XL 
for  $74.95  order  number  HXL9C,  or  get  the  HAPPY  1 050  CONTROLLER  and  TOP  DOS  1 .5  for  just  $84.95  order 
number  HTD9C.  For  other  specials  and  dealer  pricing  call  (408)  779-3830. 


All  prices  include  UPS  slitpping  in  USA,  ,idd  $10.00  for  sliipmenl  outside  USA.  California  residents  add  sales  tax.  No  extra  charge  for  credit  cards  or  COD,  VISA  or 
MASTERCARD  accepted.  Our  loll  free  number  is  an  order  taking  service,  notour  line.  To  ORDER  ONLY  call  (800)  538-8157  outside  California,  or  (800)  672-3470 
inside  California,  ask  for  extension  81 7  and  have  your  credit  card,  part  number  and  quantities  ready.  Toll  free  hours  6  am  to  1 2  pm  Mon.-Fri.,  8  am  to  8  pm  Sat.  & 
Sun.,  Pacific  Time.  For  answers  to  questions  call  HAPPY  COMPUTERS  at  our  number  below.  Office  hours  9-5  Mon.-Fri.  Pacific  Time, 

HAPPY  COiVIPUTERS,   INC.     *     P.O.  Box  1268     *     Morgan   Hill,  CA  95037     *     (408)  779-3830 


CAPTURE 


presenting  .  . . 

A  NEW  WAY  TO  UNLOCK  THE  POWER  OF  YOUR  064  OR  C128* 

•  CAPTURE  IS  A  CARTRIDGE  THAT  PLUGS  INTO  YOUR  COMPUTER'S  EXPANSION  PORT. 

•  CAPTURE  DOESNOTHING  — UNTIL  YOU  PRESS  ITS  CAPTURE  BUTTON.  UNTIL  THEN,  A 

RUNNING  PROGRAM  CANNOT  DETECT   ITS  PRESENCE. 

•  CAPTURE  THEN  TAKES  CONTROL  —  NO  IFS,  ANDS  OR  BUTS  —  AND  PRESENTS  A  MENU. 

•  CAPTURE  WILL  NEATLY  SAVE  EVERYTHING  IN  YOUR  COMPUTER  TO  YOUR  1541  OR 

COMPATIBLE  DISK  DRIVE  —  ALL  64K  OF  RAM,  CPU,  VIC  AND  SID  CHIP 
REGISTERS  —  EVERYTHING.  IN  EASY  TO  VIEW  CHUNKS, 

•  CAPTURE  WILL,   IF  YOU  WANT,  PRE-CONFIGURE  YOUR  COMPUTER'S  RAM  SO  THAT 

ONLY  MEMORY  ALTERED  BY  YOUR  PROGRAM  NEED  BE  SAVED. 

•  CAPTURE  WILL  WRITE  A  BOOT  ON  YOUR   DISK  SO  YOU  CAN   RELOAD  AND  BEGIN 

EXECUTION  RIGHT  WHERE  YOU  LEFT  OFF. 

•  CAPTURE  DOES  ALL  THIS  AT  A  COST  OF  JUST  $39.95 

BUT  HERE'S  THE  BEST  PART 

•  CAPTURE  WILL  MAKE  AN  AUTO-START  CARTRIDGE  OF  YOUR  PROGRAM.  IT'S  EASY! 

JUST  FOLLOW  THE  DIRECTIONS  ON  THE  SCREEN.  NOW  PLUG  IN  YOUR 
CARTRIDGE  AND  TURN  ON  YOUR  COMPUTER.  IN  LESS  THAN  TWO  SECONDS 
YOUR  PROGRAM  BEGINS  AGAIN  AT  PRECISELY  THE  POINT  WHERE  YOU 
CAPTURE'D  IT,  MAGIC! 

BESIDES  CAPTURE,  YOU  NEED  A  promenade  CI  AND  A  SUPPLY  OF  CPR3 
CARTRIDGE  KITS. 

ORDERING  INFORMATION 

•  CAPTURE  CARTRIDGE  —  COMPLETE  WITH  INSTRUCTIONS $  39.95 

•  promenade  ci  —  eprom  programmer  with  disk  software 99.50 

•  CPR3  CARTRIDGE  KIT  —  PC  BOARD,  CASE  AND  3  EPROMS 29.95 

•  OR— EPROM  ERASER,  TWO  AT  A  TIME,  3  TO  10  MINUTES 34.95 

•  STARTER  SET  —  CAPTURE,  promenade  CI  AND  1  CPR3 149.95 

•  DELUXE  SET  —  CAPTURE,  promenade  ci ,  dr  and  2  cpr's 199.95 

SHIPPING  AND  HANDLING  —  USA:  UPS  SURFACE  $3.00 

BLUE  LABEL  $5.00  NEXT  DAY  AIR  $13.00 

CANADA:  AIR  MAIL  $7.00  OTHER  FOREIGN  AIR  $12.00 

CALIFORNIA  RESIDENTS  ADD  APPLICABLE  SALES  TAX 
COD  ORDERS,  USA  ONLY,  ADD  $3.00 

C64  AND  C128  TM  COMMODORE  ELECTRONICS,  LTD.        'WHEN  OPERATING  IN  64  MODE 


TO  ORDER:  TOLL  FREE    800-421-7731  TECHNICAL  SUPPORT  AND     408-287-0259 

FROM  CALIFORNIA  800-421-7748  FROM  OUTSIDE  THE  US:     408-287-0264 


MB 


JASON-RANHEIM 

580  PARROT  STREET 
SAN  JOSE,  CA  USA  95112 


PARTS  /  SERVICE  FOR  ATARI*COMPUTERS 

Flal  Semce  flafes  Below  Include  Parts  i  Labor,  60-Day  Warranty 

SOO  Compuiei  Repaii  SJ9  50  81 D  Disk  Diive  Repair                       S?9-50 

8S0  InlertacB  Repair  S19  50  800XL  Computer  Repair                ,  .  S<9,50 

eOOXL  Computer  RepJir  ,   S49  50  10S0  Disk  Drrrt  Repair                     S85  00 

1  2aO)(t  Campulei  flepsir  S49  60         BOO  KeyboariJ  Repair $35  00 

Above  uniis  repaired  or  eactiangetJ  wrtri  rebuildatHe  excriange  Include  S7.00  return  stiippirg  and 

insurance 

INTEGRATED  CIRCUITS  BARE  BOARDS 

GTIAChip-COUSOS 

upgrade  wiih  insi;ucTions                ill  50  With  parts  lists 

\  OK  Re*  B  OS  UpgtaiJe  -  for  400/800  SSO  IHTEflF*D£  BOARD S16.51I 

3-Criip  ROM  set  With  instiuclons  -    SIOOO  Build  youi  own  mitrlace!! 

C0\2ZU       58  50  81 0  Analog  Board    ....                     S3. 50 

C012296  S9  5D        81 0  Sear  Board      S5  00 

loulll                                  lllo  DISK  DRIVES. El,:. 

C01 0 ? 45  sTo  00         >  1 0  Ciillom  Dlik  Drin iUiM 

COlOJiO  S9  50         BSD  Cuilom  IntwHa SJ4.5D 

Replacement  BlODiiveMecrt  J7000 

MODULES/CIRCUIT  BOARDS  Replacement  iranslormef  loi  800/400. 

comple„wi,hlC's  8mj6''o'oVn''o«'°'°             *''"" 

IfiKRAMI^emoryHoaole    0X853     SI 5  00  T^e    So^N^                                 "5  DO 

Z«™?p7rR'f.''r.fm         l\ll°.        sXerS^Manoal         ^''^ 

ITZZT""""'"   iiifo   '°Re'r?°"'""'      '^ni 

Z^rCvBoard  i?S?S  '--*-«-  i^" 

810  Data  Separator  Board 

upgrade  «iiii  instructions  JZ5  00  SOFTWARE 

a  1 0  Side  Board  */o  Set    Siir71.  S43.5D  Basrc  CartrrOge  S150O 

810  Rear  Power  Board J25.0D  Edrtor/Assembler  S15  00 

810  Analog  Board S16  00  Q'Bert  Canndje  tlZ50 

BIORearBoardJAnalogSoardUpgfade  Popeye  Cartni^e    $1250 

with  1 0  pin  lumper  KindercompCart       $1000 

and  instrici  ions  $37  50  Buck  Rogers  Can     S7  50 

800  Ok  Board  Set  $65  00  Jum[»  jet  Pilot  $10  00 

81 Q  Board  Set  J99  50  Crosslrre  Can $5  00 

800  48K  Board  Set  $79  50  Ctircken  Canrrdge      $5  00 

AMERICAN  TV      —     415.352-3787 

Mall  Order  and  Repair .........  15338  Invamess  St,.  San  Leandro,  CA  94579 

Retail  Store 1988  Washington  Avenue.  San  Leandro,  CA  94577 

Terms  We  accept  money  orcJcfS,  persoflal  checks  or  C  0  0  ^    -  VISA.  MasierCard  okay  on 

orders  over  J20  00   No  personal  checks  on  C  0  D 

Shipping   J4  oa  shipping  and  handling  on  orders  under  SI  50  OD   Add  $2  00  'o'  C  0  D   orders 

Caiitoinia  iresidenis  if»ciu>ije  ^'"7^1  sa^$  nt  Overseas  sriipping  extra 

Prices  subieci  10  change  wnhou!  nonce  We  reserve  ine  nflht  to  iimt  quantiiies  Sales  limited  to 

stock  en  hand  Foreign  snippir^g  Exira 

Much  mora/ 

Sen*  SA  SE  tor  tret  price  Ust.  '  Atari  is  a  f  egjstered  trademark  of  Aian  Corp 


Copv  Atari  400/SOO/XL  SeHAa  Cartridges  to  Disk 
and  run  tham  from  a  Menu 


ATARI  CARTRIDGE-TO-DISK  COPY  SYSTEM  $69.95 

Supercart  lels  vou  .copy  ^iVl'  cartiidgo  for  iho  Alan  dOO^8O0/XL  SefiGS  lo  diskeUe.  and  ihereafier  run  ii 
Uoni  v^uf  disk  drive.  En\av  Ihe  convenience  Of  selflcnng  your  lawonte  games  froin  jj    'rnenu  screen" 
raiher  ihan  swapping  cantidges  m  anO  oul  ot  your  cnrnpuier    Each  c^jni^tlgi?  cociefJ  bv  S  JoeiCan;  lunig 
thons  euscTff  Me  ihf  origmitl    SupftfCflrt  intiiudPSi 
-  DISKETTE  vwlh 

COPY  PROGflAW     Cop<ss  tht  cjntidye  m  n  dukeiw  <up  to  B  carififlaBi  wiPl  fil  on  one  diak.l 
MENU  PflOGflAM     AuiomdlicalEv  'uns  and  displays  d  memu  pfiOmprmg  utat  lor  a  ONE 
kev^^'oke  jvlecdon  of  any  cdniidgflon  |ti«  ijisk 
♦  CA  M  T  R I D  G  E 

"Tiicks"  The  compuler  inlo  thinking  that  Ihe  ortgifiBl  "copy  proiecled"  cariridge  r^as  been 
rnierlKl, 
To  date  there  t^ave  befin  no  pioblems  dupiicsvng  and  running  all  of  the  protecled  cartridges  itnat  W9 
know  of   Mowevfif.  FflONTRUNNERcsnnot  guarantee  iHeope'slion  of  alHuiureMrtr.dcfls  Supeican  j^ 
user-ff lenijSv  Bs-hJ  SJmpJe  to  use  and  requires  no  modrtications  of  /Our  nardware   PlflATE'S  TAKE  NOTIE: 
SUPEflCART  is  noi  intended  fOr  illegal  coovmg  and   or  distntigTion  of  CODv'ighlM  software        Sony'" 
SYSTEM  REQUIREMtMTS: 
Atari  400800  or  XL  SififJi  ConDi,jt<;r      JSK  Mfmorv   ■   Qne  Diit  Drive 
Available  at  vou (  CompulGr  slore  or  direct  Irnm  fROrjTRUf'JN£R        i(  -■"-I  I  -'  INQUIHIFS  E  rJCUUPI  AtSf  U 
TOLL  FREE  ORDER  LINE:  QA  Hrsl   1-B0O-Ma-*7«0/ln  Nevaijj  or  for  qufistions  CalJ    (TWJ  ^W-WW 
PersGua!  cr^ecks allcjw  2-2  wrrtki  TO  ckar  ly/C  i^d  VISA  aecepfed 

Include  JJ  50  IS?  50  FofUigni  orders)  fc  snipping, 
FRONTRUNNER  COMPUTf  R  IIVDUSTRIES 
316  California  Ave..  Sude*?!?.  Reno.  Nevada  8S509     (7021  7664600 

Otlters  Make  Claims.  .    SUPEflCART /rwi(.es  cop^ei'" 


To  receive  additional 
information  from 

advertisers  in  this  issue, 

use  the  handy  reader 

service  cards  in  the 

back  of  the  magazine. 


WHITE  HOUSE  COMPUTER 

P.O.  Box  4025,  Williamsport,  PA  17701 

"Where  Prices  Are  Born,  Not  Raised" 

TOLL  FREE  1-800-351-3442 

PA  CALL  1-717-322-7700 

—  PA  Residents  FREE  Shipping  — 


[MONDAY- FRIDAYS  AM  -  6  PM 
VISA  &  MC  ACCEPTED  4% 


I  POLICY:  No  deoos'T  oi^  COD  orders  Free  treigrit  on  ji-  prepa.d  casri 
orders  over  S300  in  Ihe  conlrnenlal  USA  APC  &  FPC  add  S5  00  per 
hundred  For  priority  maii  add  S8  00  per  fiundred  PA  residents  add  6=^ 

I  sares  laK  Delectve  products  r^usl  tiave  Prior  RA  number  Schools  net  l  5 


PRINTERS 


EPSON 

RX  60 
RX  100 
JX80 

Fxes 

FX  185 

LO  1500  PAR 

LO  1  500  SEfl 

LX  80 

Homewriter 

Comreii  220  Atari 

Comrex  220  Comm 

LX90 

SO  2000 

DX  lODaisywtieel 

DX  20  DaiSy^w^^e0i 

HS80  Letleriel 

ATARI 
XTM  201 

)ac20i 

XDM  121 
XMMSOI 
STC  504 
STD  121 
SMM  601 


CITIZEN 


MSP  10 
MSP  15 
MSP  20 
MSP  25 


209  00 
369  00 
4  79  00 
345  00 
499  00 
979  00 

1039  00 
222  00 
209  00 
199  00 
199.00 
24E00 

1525.00 
235.00 
319  00 
35900 

99  95 
109  95 
209  95 

1  33  95 
219  95 
279  95 

275.00 
450  00 
450-00 
575  00 


OKIDATA 

Okimate  10  179  95 

182  219  95 

84  640  96 

X92 349.95 

193  S2S95 

COMMODORE 
MPS  80'  125,00 

802  199  95 

S03  165  95 

DPS  1101  295  95 

STAR  MICRONICS 

SG-10 210.00 

SG-15  379  00 

SDIO  321.95 

SDI5  450  00 

SR-10  485  00 

SR-15  585  00 

Powerlvpe  307  00 

LEGEND 

1 380 S59.9S 

1385 593.95 


1080 
308 

1090 
1091 
1092 
1093 
3151 


PANASONIC 


199.95 
159-95 

187  00 
231.00 
385  00 
425  00 

455  00 


INTERFACES 

BSOIAtarrI  108  95 

UPnnl/port  4  9  95 

UPrinl/16k  BuHer  ...69.95 
UPrinl.'6'lk  Bufler  89  95 

Cardco  G  39  95 

G-Wii 48.95 

Apple  Dumpling  GX.-,  59. 95 


PRINTER  PAPER 
2500  Sheets 

Laior  Edge 24.95 

1000  Shis  Lszor  14  95 

500  Stils,  L.i.-or  9  95 

Color  Paper 
Assorted  Pastels 
2500  Shis  Lazor  42  95 

1000  Shia  Uazor  23  95 

500  Shis  L.T.'ri  14  95 


SOFTWARE 

Print  Shop  28  95 

Graphics  Libraryl. . .  17,50 
GraphicsLibraryll.    .  17.50 


VIDEO  CASSETTE 

RECORDER 

S279.00 


DISK  DRIVES 

ATARI 

Indus  GT 209.95 

1050  155.95 

Happy  1050  313.95 

Happy  Enhancer  160  95 

MSD  Dual  459  00 


C-64 
Indus  GT. 

1541 
1ST1 
1573 


1M.D0 

195  00 
?4995 
37  5  95 


n^ODEMS 

CI  650 

C-1670  300.' 1200 

MPP  1064 

Tele  Learning 

Hayes  300 

Hayes  1200 

Wriey  Wo 

Westndge 

CompuServe 

MiCro  SliJtier 

MPP1000E 


54  95 

18595 

54  95 

39  95 

149  95 

385  95 

59  95 

59  95 

19.95 

95  95 

.69.95 


DISKETTES 


SKC 

SS  DD 
OS'OD 

BONUS 

SSDD 
OS.'DD 

MAXELL 

MD  1 
MD2 


10  95 
14  95 


9  50 
13  50 


1595 
2095 


MONITORS 
ZENITH 

122  A 

123  G 
AMOEK 
300  G 
300  A 

Color  300  .... 
Colcr  SOO 
Color  600 
Color  700 
Color  710 
310A 
ATARI 
XC   141 
SM  124 
SC   1224 
TEKNIKA 
MJ  10 

MJ-2Z  RGB... 
SAKATA 

SC  too 


196.00 
198.00 

.119  00 

129  00 

.   1S5.9S 

339  00 
399  00 
469  00 
539  00 
145  00 

199  95 
135  95 
335  95 

175.95 
.  249.95 


COMMODORE 

C-1702 

C  1902  RGB 

C  1901 


1S5  95 
259  95 
129  95 


COMPUTERS 

COMMODORE 

C-64 

C-12S 

ATARI 

800  XL 
130  XE 
520  ST  WorochrianiO 

S  More 
520  ST  Color  RGB 

a  More 


139  96 
275  95 


39  95 
139  95 


CALL 


140     COMPUTEI      December  1985 


MUST  LIQUIDATE  ^Z^T 

TOTAL  Personal  computer  system 


Factory  Reconditioned  with 
Factory  Warranty! 


Carries  easily 
as  a  suitcase! 
Plugs  into  115V  outlet 


Sorry,  we're  not  permitted  to  PRINT  the  famous  brand-name, 
BUT,  we  CAN  "tell  all"  if  you  call  us  TOLL  FREE:  l'800-Z28-0609! 

THE  COMPUTER 


Snap-on  cotnpuler  ksybaardl  64K  RAM.  20K  ROM.  Full- 
size  typewriter  keyboard.  Upper  and  lower  case 
letters,  numerals,  symbols,  reverse  characters.  2 
cursor  control  keys.  4  (unction  keys,  programma- 
ble to  8.  Music  synthesizer  with  3  independent 
voices,  each  with  9  octave  range.  Input/output  ports 
accommodate  . . .  user,  serial.  ROM  cartridge,  (oy- 
sticl(s.  external  monitor,  phone  modem. 

Built-in  disk  drivel  Intelligent  high  speed  unit  with 
SVi"  floppy  disk  recorder.  170K  formatted  datastor- 
age: 35  tracks,  16K  ROM.  Uses  single  sided,  single 
density  disk.  Serial  interface.  Second  serial  port  to 
chain  second  drive  or  printer. 

flullt-Jn  color morilor  I  Displays  40  columns  x25Iines 
of  text  on  5"  screen.  High  resolution.  320  x  200  pix- 
els. 16  background,  character  colors. 

Built-in  ROM  cartridge  porti  Insert  ROM  program  car- 
tridge. Multitude  of  subjects  available  m  stores 
across  the  nation! 

Originai  List  Price ^995.00 

$' 


Uquidation 

Priced 

At  Only  

Item  H-764-63631-0OShip.  handling:  S2O.0O 


388 


THE  PRINTER 

Print  mettiod:  Bi-directional  impact  Bot  matrix. 
Cliaracter  matrix:  6  x  7  dot  matrix. 
Characters;  Upper  and  lower  case  tetters,  numerals 
and  symbols.  All  PET  graphic  characters. 
Graphics:  7  vertical  dots  —  maximum  480 columns. 
Dot  addressable. 
Cliaracter  codes:  CBM  ASCII  code- 
Print  speed:  60  characters  per  second 
filaximum  columns:  80  columns- 
Character  spacing:  10  characters  per  inch. 
Line  feed  spacing:  6  lines  per  inch  in  character  mode 
or  8  lines  per  inch  selectable.  9  lines  per  inch  in 
graphics  mode. 

Line  feed  speed:  5  lines  per  second  in  character  mode. 
7.5  lines  per  second  in  graphics  mode. 
Paper  feed:  Friction  feed. 
Paper  widlli:  4.5'  to  8.5'  width. 
Multiple  copies:  Original  plus  maximum  ot  two  copies. 
Dimensions:  13"W  x  8"D  x  3V4"H.  Wt.:  6'/?  lbs.  Power: 
120V  AC.  50  Hz, 

Original  Ust  Price:  *200.00 


Liquidation 

Priced  At 

ItBin  H-764-6368T-00  Ship,  handling:  S7.00 


ms 


THE  SOFTWARE 

"Easy  Seripl"  One  of  the  most  powerlul  word  pro- 
cessors at  any  price!  Cut  re-typing,  create  docu- 
menls  (fom  standard  paragraphs,  do  personalized 
letters,  see  and  change  a  document  before  it  is  print- 
ed. Instruction  manual  has  extensive  training  sec- 
lion  that  simplifies  use  . . .  even  for  someone  who 
has  never  used  a  computer  or  word  processor  before! 

"The  Manager"  A  sophisticated  database  manager 
for  business  or  home  use.  Business  uses:  accounts 
payable/receivable,  inventory,  appointments,  task 
manager.  Home  uses:  mailing  lists,  home  inventory, 
recipes,  collection  organizer,  investment  tracking, 
checkbook  baSancing.  School  uses:  research  arti- 
cle index,  gradebook. 

Original  List  Price:  *  73.98 
Liquidation  Price 

Hem  H-7B4-6401 1  03  Ship,  hsndiing:  93,00 

BUY  INDIVIDUAL  UNITS  OR 

GET  THIS  ULTRA-FAMOUS 

SYSTEM  AT  ONE  LOW 

PACKAGE  PRICE! 

TOTAL  Personal  Computer  System 
available  at  FAR  BELOW  dealer  cost! 


$24 


Compatible  with  above  Computer  System  (Not  included  in  package  price.) 
JOYSTICKS  (Set  of  2)  64K MODEM  (Fict«yRK«diti«i«d«/wirr>iitr) 

Mfr.  List:  $59.90  pr.      {lO           Mfr.  List:  *  124.95  $1Q 
I  %M  or.       Liquidation  Price I  W 


Uquidation  Price  . , ■  W  pr 

lt6mH-764-63622-01  S/H:  S6.00  pr 


Liquidation  Price 

Item  H-764-e3646-01  S/H:  S4.00 


Original  List  Price 

TOTAL 
PACKAGE 
PRICE 


$ 


n,293.00 

488 


Hem  H-7e4-64011-02  Ship,  handling:  $24.00 


Cradit  cftrd  rnvmban  can  order  by  phono, 
24  houra  1  day.  7  d<y>  n  wsak. 

Toll-Free:  1-800-328-0609 

Your  check  is  welcomflj 

No  dalayt  whwi  you  pay  by  checkt 


C.O.M.B.  00/ 

I  Authorized  Liquidator 

14605  28TH  AVENUE  NORTH 
rullNNEAPOLIS.  iVIirjNESOTA  55441-3397 


■   SEND  ME  THE  ITEr^^S  I  HAVE  LISTED  BELOW 

I  Prrce  subjact  lo  change  aflor  SO  (Jays    SaloB  outside 

contiiental  U.S.  are  subject  to  special  conditions. 
I  Please  call  or  write  XO  inquire. 


Item  No. 


Item 


TOTAL 


Price 


S/H 


C.O.M.B.  CO,®  lt*imH-764 

14606  28th  Avfl.  N./MlnneapDli«,  MN  66441-3397 

Send  the  items  indicated  at  left.  [Minnesota  residents  add  6% 
sdlies  tan.  Ptaa&e'  altow  3-4  weeks  delcv^ry.  Sorry,  no  C  ODJ 
.7.  My  check  or  money  order  is  enclosed.  [No  delays  in  process- 
ing orders  paid  by  check,  thanks  lo  Tel eC heck  I 
Charge:  .  I  MasterCard"  .~.  VISA 
Acct.  No.  .^ , ^_ ^ Exp. 


PLEASE  PRJNT  CLEARLY 
Nan\Q   


Sign  here  - 


From  stocking-stuffers  to  gifts 
that'll  light  up  their  eyes,  Computer  Warehouse 
is  the  place  to  shop.  You'll  know  you're  getting 
the  lowest  prices:  just  see  the  list  below  and 
compare! 

And  even  Santa  couldn't  get  your  order  out 
faster!  So  call  our  hotline  today,  and  wrap  up 
your  gift  list  at  Computer  Warehouse. 


PRINTERS 

StarSG-10  ...    224.00 

SG-10C     239.00 

Panasonic  1091  .       .         259  00 
Axiom  Elite  5  (daisy  wheel)  249.00 

Okidalal82     269.00 

Legend  808     179  00 


HARDWARE 

WYSE  PC 

100%  IBM  Compatible 

256K 

2-360  K  Drives 

3-1/0  Ports 

2-Exp  Slots  

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1541  Disk  Drive  

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llOl  Printer  (daisy  wheel) 
C-128    .    , 

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Amiga  

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Atari  800XL  

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FastLoad   29.95 

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Wordpto3&64 39.95 

Exodus  Ultima  111     39,95 

Rescue  on  Fractolus 29.95 

Atari 

Atariwriler      24.95 

Timewise  24.95 

Visicalc 24.95 

SynFile  49.95 

SynStock  49.95 

SynTrend    49.95 

Paperclip      54.95 

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Generic  Disks  DS/DO 10.00 

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fJumeric  Keypad 34,95 

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I I    iCS,  please  send  me  the  Sider,  including  10  nicg3by!e  hard  disk  drive,  host  adapter  card, 

cable,  complete  installation  .software  and  documentation  for  my:  □  Apple  ll-H  or  lie  D  IBM  PC  or  XT 

I  prefer  to  pay  as  follows: 

D  V\(t  enclosed  my  check  or  money  order  for        

S59S*  plus  SIS  shipping  and  handlinj;, 

payable  lo  First  Class  Peripherals, 


Name 


Address 


3579  Highway  50  East, Carson  City,  NV 89701 


n  Please  hill  the  followini;  credii  card  account 
for  SS9S*  pins  Sli  shipping  and  handlinj;: 

n\lSA     D .MasterCard     D  American  E.'ipress 

Ciirdn  /:xp  Dull.' 

Signature 

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air 


.stale 


Zip 


Tetefibune  (area  code) 

Mail  lo:  First  Class  Peripherals 

3579  Highway  50  East,  Carson  City,  NV  89701 


Foolish  to 
pay  more. 


■  QUALITY  MEDIA 
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REPLACEMENT 
GUARANTEE 

Dangerous  :VyTc'epI. 

to  pay  less.    •  write  protects 


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3M 


aoe-  1 

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1.U 
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M 
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M       M       .79 
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2.M     1.99 

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San  Francisco,  CA  94188 
In  Cahlornia  415-550-0512 
USA  orders  800-431-6249 
In  Canada  403-428-6229 

fiOa  53  00  shipping  and  hand'ing  pel  100  Oiskeltes. 

COO  adfl  SI  95.  {CA  residenis  add  6.5=re  sales  tax) 

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COMPUTER  SUPPLY 


maxell  disks 

LIFETIME  WARRANTY 


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AM  ^ 


NORTH  HILLS  CORP. 

INTERNATIONAL 

3564  Rolling  View  Dr. 

White  Bear  Lake,  MN.  55110 

WN'.  call  cQllect-612-770-0485 


ra 


u 


nil 

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Computer  Camp 

Summer  1986 

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DISK  BUYERS  PREFERRED 

NORTH  HILLS 

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Formatted  and  hard  sectored  disks 
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COD,  VISA,  MASTERCARD 
All  orders  shipped  within  24  hrs. 


kl\     ^ 


NORTH  HILLS  CORP. 
INTERNATIONAL 

3564  Rolhng  View  Dr. 

While  Bear  Lake,  MN.  55110 

MN.  cfll;  coliec:  -612-770-0485 


Advertisers 
^Index^ 


R«dd«r  Service  Number/Advertiser  Page 

102  Abacus  Software    61 

103  Abacus  Software    63 

ABC  Schwann     81 

104  Activision     46 

105  American  TV     140 

lOA  Artificial  Intelligence  Reseorcti  Group  .  62 

1 07  The  AvQlon  Hifl  Game  Company  9 

loe  Blackship  Computer  Supply 144 

1 09  Broderbund  Software,  Inc 33 

1 10  Broderbund  Softwore.  (nc 35 

1 1 1  Caraco,  Inc IBC 

C.O.M.B,  Co 141 

Commodore  . BC 

1 12  CompuServe    24-25 

ComputAbility     ,  79 

113  Computer  Direct    93,95,97 

1 14  Computer  Moil  Order 54-55 

1 T5  Computer  Warehouse    142 

1 16  Davidson  &  Associates 47 

1 17  DesignWore    41 

Disk  Worldf.  Inc 137 

1 18  Duke  University    144 

119  EPYX    27 

120  EPYX    29 

121  EPYX     31 

First  Class  Peripherols    1 43 

122  First  Star  Softwore,  tnc 19 

Frontrunner  Computer  Industries   ....  140 

123  Great  Game  Products   .62 

124  Happy  Computers,  Inc.    ,  .  , 136 

1 25  Infocom,  Inc 39 

Inmoc    109 

1 26  J  &  I?  Music  World 87 

1 27  Joson-Ronheim  80 

128  Joson-Ranheim  139 

129  JVC  Company  of  America    7 

Lyco  Computer    88-89 

laOlvleQaSoft,  Ltd, 53 

131  [ylegoSoft,  Ltd 82-83 

132  ivlicro  Prose  Simulation  Software    49 

Micro  World  Computers.  Inc 136 

133  Mimic  Sysfems    57 

1 34  Mindscape,  Inc 13 

135  Mindscape,  Inc 14-lS 

134  Nibble  Notch  Computer  Products   ...  142 
137  99/4A  Nationoi  Assistance  Group    ...  121 

North  Hills  Ccrp 1 44 

North  Hills  Corp 1 44 

135  Okiddtd     2-3 

1 39  Orfho  Information  Services .  37 

140  Pacific  Exchanges    144 

141  Precision  Data  Products  144 

142  Professor  Jones 142 

143  Protecto    92 

144  Quinsept,  Inc 62 

145  Random  House  ,  . ,  . ,  , .  IFC 

146  Scdrborough  Systems,  Inc.  , 11 

147  Simon  &  Shuster    18 

148  Ttie  Source   69 

149  Strategic  Simulations.  Inc 43 

1 50  subLOGIC  Corporation 1 

Spinndker    . 44-45 

Spinnaker 46 

1 51  Timeworks,  Inc 4 

1 52  USA*FLEX     60 

153  Wtiite  House  Computer   140 

1 54  World  Trade     66-67 


Classified  Ads  1 25 

CGMPUTEI  Books'  New  Fail  Releases  50-51 

COMPUTEI  Subscription    17 

COMPUTEI's  Disk   64 

First,  Second  ond  Third  Books 

■    of  Commodore  64 21 

40  Great  Fligtit  Simulator  Adventures  ,  ,  34 
Tl  Books  Special  Offer    20 


144     COMPUTEI      December  1985 


This  holiday  season  put  your 
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FOR  YOUR  64 

G1,^S3  delicious  bytes  for  your  Commodore  64 


"ii^^:;:: 


'MORE  Memory, 
S'MORE  Powen 
S'MOREFun!    r 

Now,  G1K  available  memory 

S'MORE  frees  up  61,183  bytes  of  C-64 
RAM  memory  for  un-restricted  Basic 
programming  {57%  more  tiian  the 
standard  C-64).. 


A  bridge  to  C-1S8  1 

Tfie  S'lVlORE  command  structure 
is  similar  to  the  C-128's  new  Basic 
7.0,  providing  C-64  users  advanced 
programming  tectiniques. 


S'lN/IORE  features 

for  programming  power 

,•  Over  60  new  and  enlianced  basic    ' 


commands  &  functions 
No  peeks  or  pokes  (direct  access  to 
normally  peeked/poked  items)  ' 

Full  error  trapping  and  automatic  error  helps 
Full  up/down  scrolling  through  program  listings 

-•  Structured  programrriing 

Relative  files  ; 

Print  using 
Formatted  inputs  ' 

'  Print  at. ..and  much.     . 

much  more.  i      liSC'         cardco,  inc. 


The  Wizards 


._,CARDCO,  lnc./300  S.  Topeka/Wichita.  KS  87202 


V 


HOWTOEVOIVE      < 
TO  A  HIGHER  INTELUGENCE 


THE  COMMODORE  128. 

The  first  step  is  buying  fhe 
Commodore  128™  Personal  Com- 
puter. Tine  smartest  computer 
available  for  the  price.  Ifs  like  get- 
ting three  computers  for  less 
than  one  usually  costs.  You  can  run 
CP/M®  business  software,  the 
new  programs  written  for  the  128, 
and  over  3,000'^ommodore  64* 
programs.  You  start  out  with  more 
software  than  most  machines 
give  you  offer  years  on  the  marl<ief. 


THE  COMMODORE  128 
WORKS  FASTER. 

To  run  oil  that  software  and  run  it 
foster  you'll  wont  the  1571  Disk  Drive. 
You  can't  find  a  fasfer  drive  at  the 
price,  (t  transfers  nearly  1,000  words 
a  second  (5200  cps|,  so  you  can 
load  most  programs  insfonfly 


A 


THE  COMMODORE  128 
GETS  SMARTER. 

Nowtry  improving  your  memory. 
Plug  in  our  1750  RAM  Expansion 
Module  and  your  128  moves  up 
to  a  powerful  51 2K.  That's  enough 
to  handle  just  about  anything  you 
can  dish  out,  from  complicated 
business  forecasting  to  giant 
data  bases. 


? 
1 


THE  COMMODORE  128 
LEARNS  TO  COMMUNICATE. 

There's  no  real  intelligence  without 
the  ability  to  communicate.  So 
you'll  want  our  1670  Modem/ 1 200. 
It  puts  you  in  touch  with  o  new 
world  of  shopping,  banking, 
communications  and  information 
over  your  telephone  line.  And  if 
operates  at  a  lighfning-fast  1200 
baud  to  save  on  your  phone  bill. 


THE  COMMODORE  128 
LEARNS  TO  WRITE. 

Looking  good  in  print  could  be 
your  next  move  with  the  MPS  1000 
Printer.  It's  a  new  dot  matrix 
printer  designed  to  make  the  most 
of  the  128's  speed  and  high-reso- 
lution graphics.  The  MPS  turns  out 
about  1200  words  a  minute 
(100  cps)  of  draft-quality  printing,  or 
gives  you  near-letter-quality  at 
about  240  words  a  minute  (20  cps). 


THE  COMMODORE  128 
IMPROVES  YOUR  VISION. 

Brains  aren't  enough  without  good 
looks,  so  improve  your  /ision  with 
Commodore's  new  1902  RGB  Color 
Monitor  The  high-resolution  screen 
gives  you  a  sharper  image  and 
better  color  than  your  standard  TV, 
so  you  can  really  appreciate  fhe 
128's  great  graphics.  ^■. 


% 


All  these  evolutionary  steps  ahead  won't  set  you  back  when  it  comes 

to  paying  for  them.  Additions  to  your  Commodore  1 2^:are        -^^  "**' 
available  at  a  store  near  you  and  are  as  affordable  as  the  128  itself.' 
We  think  thars  a  smart  way  to  help  you  build  a  computer  system.  - 

I8CP/M  Is  Q  registered  trademark  of  Digital  Reieorcli.  Inc  « 1985.  Commodore  ElecHonics  Liinlied.; 

COMMODORE  128'  PERSONAL  COMPUTER "" 

A  Higher  Intelligence